source-engine/game/client/c_team_train_watcher.h

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2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_TEAM_TRAIN_WATCHER_H
#define C_TEAM_TRAIN_WATCHER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "c_physicsprop.h"
#ifdef GLOWS_ENABLE
#include "glow_outline_effect.h"
#endif // GLOWS_ENABLE
class C_TeamTrainWatcher : public C_BaseEntity
{
DECLARE_CLASS( C_TeamTrainWatcher, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_TeamTrainWatcher();
~C_TeamTrainWatcher();
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void Spawn( void );
virtual void UpdateOnRemove( void );
float GetTotalProgress( void ) { return m_flTotalProgress; }
int GetSpeedLevel( void ) { return m_iTrainSpeedLevel; }
// IClientThinkable overrides.
public:
virtual void ClientThink();
#ifdef GLOWS_ENABLE
private:
void UpdateGlowEffect( void );
void DestroyGlowEffect( void );
#endif // GLOWS_ENABLE
private:
// === Networked Data ===
// percent distance to cp1, distance to cp2, etc
// adds up to 1.0
//CNetworkArray( float, m_flDistances, MAX_CONTROL_POINTS );
// current total progress, percentage
CNetworkVar( float, m_flTotalProgress );
float m_flOldProgress;
CNetworkVar( int, m_iTrainSpeedLevel );
int m_iOldTrainSpeedLevel;
CNetworkVar( float, m_flRecedeTime );
float m_flOldRecedeTime;
CNetworkVar( int, m_nNumCappers );
int m_nOldNumCappers;
#ifdef GLOWS_ENABLE
EHANDLE m_hGlowEnt;
EHANDLE m_hOldGlowEnt;
CGlowObject *m_pGlowEffect;
#endif // GLOWS_ENABLE
};
extern CUtlVector< CHandle<C_TeamTrainWatcher> > g_hTrainWatchers;
#endif //C_TEAM_TRAIN_WATCHER_H