73 lines
2.0 KiB
C
73 lines
2.0 KiB
C
|
#ifndef _DEFINED_ASW_MISSILE_ROUND_H
|
||
|
#define _DEFINED_ASW_MISSILE_ROUND_H
|
||
|
#pragma once
|
||
|
|
||
|
#ifdef CLIENT_DLL
|
||
|
#include "c_basecombatcharacter.h"
|
||
|
#define CASW_Missile_Round C_ASW_Missile_Round
|
||
|
#define CBaseCombatCharacter C_BaseCombatCharacter
|
||
|
#else
|
||
|
#include "basecombatcharacter.h"
|
||
|
#include "asw_lag_compensation.h"
|
||
|
#endif
|
||
|
#include "asw_shareddefs.h"
|
||
|
|
||
|
class CASW_Missile_Round : public CBaseCombatCharacter
|
||
|
{
|
||
|
public:
|
||
|
DECLARE_CLASS( CASW_Missile_Round, CBaseCombatCharacter );
|
||
|
|
||
|
public:
|
||
|
CASW_Missile_Round();
|
||
|
DECLARE_NETWORKCLASS();
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
virtual ~CASW_Missile_Round();
|
||
|
DECLARE_DATADESC();
|
||
|
|
||
|
static CASW_Missile_Round *Missile_Round_Create( const CASW_AlienShot &shot, const Vector &position, const QAngle &angles, const Vector &velocity, CBaseEntity *pOwner );
|
||
|
|
||
|
void Setup( const CASW_AlienShot &shot, const Vector &position, const QAngle &angles, const Vector &velocity, CBaseEntity *pOwner );
|
||
|
virtual void Spawn( );
|
||
|
virtual void Precache( );
|
||
|
|
||
|
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
|
||
|
|
||
|
virtual void DoLagCompensatedMarineCollision();
|
||
|
|
||
|
CASW_Lag_Compensation m_LagCompensation;
|
||
|
|
||
|
private:
|
||
|
void Touch( CBaseEntity *pOther );
|
||
|
void MissileHit( CBaseEntity *pEnt, trace_t &tr );
|
||
|
|
||
|
CASW_AlienShot m_ShotDef;
|
||
|
EHANDLE m_hOwner;
|
||
|
CNetworkVar( int, m_nParticleTrail );
|
||
|
CNetworkVector( m_vEndPosition );
|
||
|
CNetworkVar( bool, m_bDetonated );
|
||
|
|
||
|
Vector m_vecOldPosition;
|
||
|
bool m_bMarineFriendly; // if set, this round will pass through marines and hit aliens
|
||
|
|
||
|
#else
|
||
|
virtual void PostDataUpdate( DataUpdateType_t updateType );
|
||
|
|
||
|
private:
|
||
|
CNetworkVar( int, m_nParticleTrail );
|
||
|
CNetworkVector( m_vEndPosition );
|
||
|
CNetworkVar( bool, m_bDetonated );
|
||
|
CUtlReference<CNewParticleEffect> m_pTrail;
|
||
|
#endif
|
||
|
|
||
|
private:
|
||
|
CASW_Missile_Round( const CASW_Missile_Round & );
|
||
|
void ClientThink();
|
||
|
};
|
||
|
|
||
|
#ifdef GAME_DLL
|
||
|
extern CUtlVector<CASW_Missile_Round*> g_vecMissileRounds;
|
||
|
#endif
|
||
|
|
||
|
#endif // _DEFINED_ASW_MISSILE_ROUND_H
|