HLua/ricochet/dlls/disc_objects.h

174 lines
5.1 KiB
C++

//=========== (C) Copyright 1999 Valve, L.L.C. All rights reserved. ===========
//
// The copyright to the contents herein is the property of Valve, L.L.C.
// The contents may be used and/or copied only with the written permission of
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================
#ifndef DISK_OBJECTS_H
#define DISK_OBJECTS_H
#pragma once
// Disc objects
class CDiscWeapon;
class CDisc : public CGrenade
{
public:
void Spawn( void );
void Precache( void );
void EXPORT DiscTouch( CBaseEntity *pOther );
void EXPORT DiscThink( void );
static CDisc *CreateDisc( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, CDiscWeapon *pLauncher, bool bDecapitator, int iPowerupFlags );
//void SetObjectCollisionBox( void );
void ReturnToThrower( void );
virtual BOOL IsDisc( void ) { return TRUE; };
float m_fDontTouchEnemies; // Prevent enemy touches for a bit
float m_fDontTouchOwner; // Prevent friendly touches for a bit
int m_iBounces; // Number of bounces
EHANDLE m_hOwner; // Don't store in pev->owner, because it needs to hit its owner
CDiscWeapon *m_pLauncher; // pointer back to the launcher that fired me.
int m_iTrail;
int m_iSpriteTexture;
bool m_bDecapitate; // True if this is a decapitating shot
bool m_bRemoveSelf; // True if the owner of this disc has died
int m_iPowerupFlags;// Flags for any powerups active on this disc
bool m_bTeleported; // Disc has gone through a teleport
EHANDLE m_pLockTarget;
Vector m_vecActualVelocity;
Vector m_vecSideVelocity;
Vector m_vecOrg;
};
//===============================================================================
// DISCWAR OBJECTS
//===============================================================================
class CBaseTrigger : public CBaseToggle
{
public:
void EXPORT TeleportTouch ( CBaseEntity *pOther );
void KeyValue( KeyValueData *pkvd );
void EXPORT MultiTouch( CBaseEntity *pOther );
void EXPORT HurtTouch ( CBaseEntity *pOther );
void EXPORT CDAudioTouch ( CBaseEntity *pOther );
void ActivateMultiTrigger( CBaseEntity *pActivator );
void EXPORT MultiWaitOver( void );
void EXPORT CounterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT ToggleUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void InitTrigger( void );
virtual int ObjectCaps( void ) { return CBaseToggle :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
};
// Brush that's status gets toggled by a disc hit
#define LAST_HITBY_FRIENDLY 1
#define LAST_HITBY_ENEMY 2
class CDiscTarget : public CBaseTrigger
{
public:
void KeyValue( KeyValueData *pkvd );
void Spawn( void );
void Reset( void );
void EXPORT DiscToggleTouch( CBaseEntity *pOther );
int m_iszFriendlyHit;
int m_iszEnemyHit;
int m_iState;
};
//=========================================================
// Powerup object
class CDiscwarPowerup : public CBaseAnimating
{
public:
void Spawn( void );
void Activate( void );
void Precache( void );
void EXPORT PowerupTouch( CBaseEntity *pOther );
void EXPORT ChoosePowerupThink( void );
void EXPORT RemovePowerupThink( void );
void EXPORT AnimateThink( void );
void SetObjectCollisionBox( void );
void Disable();
void Enable();
EHANDLE m_hPlayerIGaveTo;
int m_iPowerupType;
};
//===============================================================================
// Brush that toggles between gone/there
#define PLAT_FADE_TIME 2.0
class CPlatToggleRemove : public CBaseEntity
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void Reset( void );
void EXPORT PlatToggleRemoveUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT PlatRemoveThink( void );
float m_flRemoveAt;
};
//===============================================================================
// Trigger that jumps a player to a target point
class CTriggerJump : public CBaseTrigger
{
public:
void Spawn( void );
void KeyValue( KeyValueData *pkvd );
void Activate( void );
void Precache( void );
void EXPORT JumpTouch( CBaseEntity *pOther );
void EXPORT JumpUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
Vector m_vecTargetOrg;
float m_flHeight;
int m_iState;
private:
unsigned short m_usJump;
};
//===============================================================================
// Trigger that returns discs to their thrower immediately
class CTriggerDiscReturn : public CBaseTrigger
{
public:
void Spawn( void );
void Precache( void );
void EXPORT DiscReturnTouch( CBaseEntity *pOther );
};
//===============================================================================
// Trigger that starts the fall animation for players
class CTriggerFall : public CBaseTrigger
{
public:
void Spawn( void );
void EXPORT FallTouch( CBaseEntity *pOther );
};
#endif // DISK_OBJECTS_H