source-engine-2018-hl2_src/game/server/tf2/tf_vehicle_mortar.h
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

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C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A stationary gun that players can man
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_VEHICLE_MORTAR_H
#define TF_VEHICLE_MORTAR_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_basefourwheelvehicle.h"
#include "vphysics/vehicles.h"
// ------------------------------------------------------------------------ //
// A wagon that players can build one object on the back of
// ------------------------------------------------------------------------ //
class CVehicleMortar : public CBaseTFFourWheelVehicle
{
DECLARE_CLASS( CVehicleMortar, CBaseTFFourWheelVehicle );
public:
DECLARE_SERVERCLASS();
static CVehicleMortar* Create(const Vector &vOrigin, const QAngle &vAngles);
CVehicleMortar();
virtual void Spawn();
virtual void Precache();
virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
virtual bool CanTakeEMPDamage( void ) { return true; }
virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
// Vehicle overrides
virtual bool IsPassengerVisible( int nRole ) { return true; }
virtual void OnFinishedDeploy( void );
virtual void OnFinishedUnDeploy( void );
virtual void SetPassenger( int nRole, CBasePlayer *pEnt );
protected:
virtual bool CanGetInVehicle( CBaseTFPlayer *pPlayer );
// Here's where we deal with weapons
virtual void OnItemPostFrame( CBaseTFPlayer *pDriver );
// Called when we are deployed.
void ElevationThink();
void UpdateElevation( const Vector &vecTargetVel );
bool CalcFireInfo(
float flFiringPower,
float flFiringAccuracy,
bool bRangeUpgraded,
bool bAccuracyUpgraded,
Vector &vStartPt,
Vector &vecTargetVel,
float &fallTime
);
bool FireMortar( float flFiringPower, float flFiringAccuracy, bool bRangeUpgraded, bool bAccuracyUpgraded );
private:
void NextFireThink();
// Start/end the attack
void StartAttack();
void FinishAttack();
void AttackThink();
int m_nBuildPoint;
CNetworkVar( float, m_flMortarYaw );
CNetworkVar( float, m_flMortarPitch ); // Elevation angle, recalculated periodically.
CNetworkVar( bool, m_bAllowedToFire );
};
#endif // TF_VEHICLE_MORTAR_H