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

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_ALIEN_GOO_H
#define _INCLUDED_ASW_ALIEN_GOO_H
#pragma once
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#include "iasw_client_aim_target.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Stim C_ASW_Weapon_Stim
#define CASW_Marine C_ASW_Marine
class CNewParticleEffect;
#else
#include "asw_weapon.h"
#include "npc_combine.h"
#endif
#include "basegrenade_shared.h"
// spawnflags
#define ASW_SF_BURST_WHEN_TOUCHED 0x0001
#define ASW_SF_BURST_WHEN_NEAR 0x00000002
#define ASW_SF_BURST_WHEN_DAMAGED 0x00000004
#define ASW_SF_BURST_ON_INPUT 0x00000008
// This class represents some pulsating alien goo in the world. There are two varieties:
// ==== asw_alien_goo ====
// Pulsating goo that can only be harmed by fire. Will hurt marines who touch it. Destroying this
// type of goo is necessary for the 'Destroy Biomass' mission objective.
// ==== asw_grub_sac ====
// Pulsating sac that hangs on walls. Will burst open if shot or touched, spewing out grubs.
#ifndef CLIENT_DLL
extern CUtlVector<CASW_Alien_Goo*> g_AlienGoo;
#endif
class CASW_Alien_Goo : public CBaseFlex
{
public:
DECLARE_CLASS( CASW_Alien_Goo, CBaseFlex );
DECLARE_NETWORKCLASS();
CASW_Alien_Goo();
virtual ~CASW_Alien_Goo();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
void Precache();
void Spawn();
Class_T Classify( void ) { return (Class_T) CLASS_ASW_ALIEN_GOO; }
virtual int OnTakeDamage( const CTakeDamageInfo &info );
virtual void Ignite( float flFlameLifetime, bool bNPCOnly = true, float flSize = 0.0f, bool bCalledByLevelDesigner = false );
virtual void Extinguish();
void BurningLinkThink();
string_t GetBurningLinkName() { return m_BurningLinkName; }
string_t m_BurningLinkName; // all alien goo with this name will be set on fire when this one is
virtual void Event_Killed( const CTakeDamageInfo &info );
virtual void StartGooSound();
virtual void StopGooSound();
virtual void StopLoopingSounds();
virtual void StartScreaming();
virtual bool Dissolve( const char *pMaterialName, float flStartTime, bool bNPCOnly, int nDissolveType );
void GrubSacThink();
void InitThink();
void GooTouch(CBaseEntity* pOther);
void GooAcidTouch(CBaseEntity* pOther);
void SpawnGrubs();
void InputBurst( inputdata_t &inputdata );
bool m_bSpawnedGrubs;
bool m_bHasGrubs; // true if this is an asw_grub_sac
bool m_bHasAmbientSound, m_bPlayingAmbientSound, m_bPlayingGooScream;
bool m_bRequiredByObjective;
bool RoomToSpawnGrub(const Vector& pos);
float m_fGrubSpawnAngle; // size of random yaw used when spawning grubs
float m_fNextAcidBurnTime; // timer for periodic acid damage dealt to touching marines
static float s_fNextSpottedChatterTime;
COutputEvent m_OnGooDestroyed;
#else
virtual void UpdateOnRemove();
virtual void OnDataChanged( DataUpdateType_t type );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
float m_fPulseCycle;
void UpdateFireEmitters();
bool m_bClientOnFire;
CNewParticleEffect *m_pBurningEffect;
#endif
CNetworkVar(float, m_fPulseStrength);
CNetworkVar(float, m_fPulseSpeed);
CNetworkVar(bool, m_bOnFire);
};
#ifdef CLIENT_DLL
class CASW_Grub_Sac : public CASW_Alien_Goo, public IASW_Client_Aim_Target
#else
class CASW_Grub_Sac : public CASW_Alien_Goo
#endif
{
public:
DECLARE_CLASS( CASW_Grub_Sac, CASW_Alien_Goo );
DECLARE_NETWORKCLASS();
CASW_Grub_Sac();
virtual ~CASW_Grub_Sac();
#ifdef CLIENT_DLL
// aim target interface - so clients have autoaim vs this entity
IMPLEMENT_AUTO_LIST_GET();
virtual float GetRadius() { return 30; }
virtual bool IsAimTarget() { return true; }
virtual const Vector& GetAimTargetPos(const Vector &vecFiringSrc, bool bWeaponPrefersFlatAiming) { return WorldSpaceCenter(); }
virtual const Vector& GetAimTargetRadiusPos(const Vector &vecFiringSrc) { return WorldSpaceCenter(); }
#endif
};
#endif /* _INCLUDED_ASW_ALIEN_GOO_H */