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

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