//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // //===========================================================================// #ifndef ENTITYFLAME_H #define ENTITYFLAME_H #ifdef _WIN32 #pragma once #endif #include "ai_planesolver.h" #define FLAME_DAMAGE_INTERVAL 0.2f // How often to deal damage. #define FLAME_DIRECT_DAMAGE_PER_SEC 5.0f #define FLAME_RADIUS_DAMAGE_PER_SEC 4.0f #define FLAME_DIRECT_DAMAGE ( FLAME_DIRECT_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL ) #define FLAME_RADIUS_DAMAGE ( FLAME_RADIUS_DAMAGE_PER_SEC * FLAME_DAMAGE_INTERVAL ) #define FLAME_MAX_LIFETIME_ON_DEAD_NPCS 10.0f class CAI_Link; class CEntityFlame : public CBaseEntity { DECLARE_SERVERCLASS(); DECLARE_CLASS( CEntityFlame, CBaseEntity ); DECLARE_DATADESC(); public: static CEntityFlame *Create( CBaseEntity *pTarget, float flLifetime, float flSize = 0.0f, bool bUseHitboxes = true ); CEntityFlame( void ); void AttachToEntity( CBaseEntity *pTarget ); void SetLifetime( float lifetime ); void SetUseHitboxes( bool use ); void SetNumHitboxFires( int iNumHitBoxFires ); void SetHitboxFireScale( float flHitboxFireScale ); float GetRemainingLife( void ) const; int GetNumHitboxFires( void ); float GetHitboxFireScale( void ); virtual void Precache(); virtual void UpdateOnRemove(); virtual void Spawn(); virtual void Activate(); void UseCheapEffect( bool bCheap ); void SetSize( float size ) { m_flSize = size; } void SetAttacker( CBaseEntity *pAttacker ) { m_hAttacker = pAttacker; } CBaseEntity *GetAttacker( void ) const; protected: void FlameThink( void ); CNetworkHandle( CBaseEntity, m_hEntAttached ); // The entity that we are burning (attached to). CNetworkVar( bool, m_bCheapEffect ); CNetworkVar( float, m_flSize ); CNetworkVar( bool, m_bUseHitboxes ); CNetworkVar( int, m_iNumHitboxFires ); CNetworkVar( float, m_flHitboxFireScale ); CNetworkVar( float, m_flLifetime ); string_t m_iszPlayingSound; // Track the sound so we can StopSound later EHANDLE m_hAttacker; int m_iDangerSound; bool m_bPlayingSound; CUtlVector< CAI_Link * > m_DangerLinks; Obstacle_t m_hObstacle; }; #endif // ENTITYFLAME_H