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hl2sdk/game/client/swarm/c_asw_t75.h
2010-07-22 01:46:14 -05:00

43 lines
1.2 KiB
C++

#ifndef _INCLUDED_C_ASW_T75_H
#define _INCLUDED_C_ASW_T75_H
#include "c_basecombatcharacter.h"
#include "iasw_client_usable_entity.h"
struct dlight_t;
class C_ASW_T75 : public C_BaseCombatCharacter, public IASW_Client_Usable_Entity
{
public:
DECLARE_CLASS( C_ASW_T75, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
C_ASW_T75();
virtual ~C_ASW_T75();
bool IsArmed() { return m_bArmed; }
bool IsInUse() { return m_bIsInUse; }
float GetArmProgress() { return m_flArmProgress; }
int GetT75IconTextureID();
static bool s_bLoadedArmIcons;
static int s_nArmIconTextureID;
// IASW_Client_Usable_Entity
virtual C_BaseEntity* GetEntity() { return this; }
virtual bool IsUsable(C_BaseEntity *pUser);
virtual bool GetUseAction(ASWUseAction &action, C_ASW_Marine *pUser);
virtual void CustomPaint(int ix, int iy, int alpha, vgui::Panel *pUseIcon);
virtual bool ShouldPaintBoxAround() { return true; }
virtual bool NeedsLOSCheck() { return true; }
CNetworkVar( bool, m_bArmed );
CNetworkVar( bool, m_bIsInUse );
CNetworkVar( float, m_flArmProgress );
CNetworkVar( float, m_flDetonateTime );
private:
C_ASW_T75( const C_ASW_T75 & ); // not defined, not accessible
};
#endif /* _INCLUDED_C_ASW_T75_H */