sqwarmed/sdk_src/game/shared/swarm/asw_bouncing_pellet_shared.h

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_BOUNCING_PELLET_SHARED_H
#define _INCLUDED_ASW_BOUNCING_PELLET_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#include "c_basecombatcharacter.h"
#define CASW_Bouncing_Pellet C_ASW_Bouncing_Pellet
#define CBaseCombatCharacter C_BaseCombatCharacter
class Beam_t;
#else
#include "basecombatcharacter.h"
#endif
class CSprite;
// test of a projectile that bounces off walls. Not currently used in AS:I
class CASW_Bouncing_Pellet : public CBaseCombatCharacter
{
DECLARE_CLASS( CASW_Bouncing_Pellet, CBaseCombatCharacter );
public:
CASW_Bouncing_Pellet();
DECLARE_NETWORKCLASS();
virtual void Spawn( void );
virtual void Precache( void );
virtual void UpdateOnRemove( void );
virtual void PelletTouch( CBaseEntity *pOther );
static CASW_Bouncing_Pellet *CASW_Bouncing_Pellet::CreatePellet( const Vector &vecOrigin, const Vector &vecForward, CBaseEntity *pMarine, float flDamage );
#ifdef CLIENT_DLL
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
void CreateBeamTrail();
void ReleaseBeamTrail();
Beam_t* m_pTrail;
bool m_bClientPellet;
#else
void PelletHurt( CBaseEntity *pOther, trace_t &tr);
#endif
float m_flDamage;
EHANDLE m_hLastHit;
int m_iBounces;
private:
CASW_Bouncing_Pellet( const CASW_Bouncing_Pellet & );
};
#endif // _INCLUDED_ASW_BOUNCING_PELLET_SHARED_H