59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A stationary gun that players can man
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_VEHICLE_BATTERING_RAM_H
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#define TF_VEHICLE_BATTERING_RAM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_basefourwheelvehicle.h"
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#include "vphysics/vehicles.h"
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// ------------------------------------------------------------------------ //
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// A stationary gun that players can man that's built by the player
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// ------------------------------------------------------------------------ //
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class CVehicleBatteringRam : public CBaseTFFourWheelVehicle
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{
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DECLARE_CLASS( CVehicleBatteringRam, CBaseTFFourWheelVehicle );
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public:
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DECLARE_SERVERCLASS();
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static CVehicleBatteringRam* Create(const Vector &vOrigin, const QAngle &vAngles);
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CVehicleBatteringRam();
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virtual void Spawn();
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virtual void Precache();
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual bool CanTakeEMPDamage( void ) { return true; }
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void OnItemPostFrame( CBaseTFPlayer *pDriver );
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// Can a given passenger take damage?
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virtual bool IsPassengerDamagable( int nRole ) { return (nRole > 1); }
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// Vehicle overrides
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virtual bool IsPassengerVisible( int nRole ) { return true; }
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// Does the player use his normal weapons while in this mode?
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virtual bool IsPassengerUsingStandardWeapons( int nRole );
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// Used to bash things it touches
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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private:
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int m_nBarrelAttachment;
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float m_flNextBashTime;
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};
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#endif // TF_VEHICLE_BATTERING_RAM_H
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