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

132 lines
3.4 KiB
C++

#ifndef _INCLUDED_ASW_WEAPON_SENTRY_H
#define _INCLUDED_ASW_WEAPON_SENTRY_H
#pragma once
#ifdef CLIENT_DLL
#include "c_asw_weapon.h"
#define CASW_Weapon C_ASW_Weapon
#define CASW_Weapon_Sentry C_ASW_Weapon_Sentry
#define CASW_Weapon_Sentry_Flamer C_ASW_Weapon_Sentry_Flamer
#define CASW_Weapon_Sentry_Cannon C_ASW_Weapon_Sentry_Cannon
#define CASW_Weapon_Sentry_Freeze C_ASW_Weapon_Sentry_Freeze
#define CASW_Marine C_ASW_Marine
#else
#include "asw_weapon.h"
#include "npc_combine.h"
#endif
#include "basegrenade_shared.h"
#include "asw_shareddefs.h"
class CASW_Weapon_Sentry : public CASW_Weapon
{
public:
DECLARE_CLASS( CASW_Weapon_Sentry, CASW_Weapon );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Sentry();
virtual ~CASW_Weapon_Sentry();
void Precache();
Activity GetPrimaryAttackActivity( void );
virtual void PrimaryAttack();
virtual bool OffhandActivate();
virtual void Drop( const Vector &vecVelocity );
virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
bool FindValidSentrySpot( void );
void DeploySentry();
#ifndef CLIENT_DLL
DECLARE_DATADESC();
int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
void SetSentryAmmo( int nAmmo ) { m_nSentryAmmo = nAmmo; }
virtual const char* GetPickupClass() { return "asw_pickup_sentry"; }
#else
virtual void OnDataChanged( DataUpdateType_t type );
virtual void UpdateOnRemove();
virtual void ClientThink();
void DestroySentryBuildDisplay( CASW_Marine *pMarine );
#endif
virtual bool IsOffensiveWeapon() { return false; }
protected:
int m_iSentryMunitionType;
Vector m_vecValidSentrySpot;
QAngle m_angValidSentryFacing;
EHANDLE m_hValidSentryParent;
CNetworkVar(bool, m_bDisplayValid);
#ifndef CLIENT_DLL
int m_nSentryAmmo;
#else
float m_flNextDeployCheckThink;
bool m_bDisplayActive;
EHANDLE m_hOwningMarine; // need to store this so we can destroy the effect on the marine
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SENTRY_GUN_CASE; }
};
class CASW_Weapon_Sentry_Flamer : public CASW_Weapon_Sentry
{
public:
DECLARE_CLASS( CASW_Weapon_Sentry_Flamer, CASW_Weapon_Sentry );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Sentry_Flamer();
#ifndef CLIENT_DLL
virtual const char* GetPickupClass() { return "asw_pickup_sentry_flamer"; }
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SENTRY_FLAMER_CASE; }
};
class CASW_Weapon_Sentry_Cannon : public CASW_Weapon_Sentry
{
public:
DECLARE_CLASS( CASW_Weapon_Sentry_Cannon, CASW_Weapon_Sentry );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Sentry_Cannon();
#ifndef CLIENT_DLL
virtual const char* GetPickupClass() { return "asw_pickup_sentry_cannon"; }
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SENTRY_CANNON_CASE; }
};
class CASW_Weapon_Sentry_Freeze : public CASW_Weapon_Sentry
{
public:
DECLARE_CLASS( CASW_Weapon_Sentry_Freeze, CASW_Weapon_Sentry );
DECLARE_NETWORKCLASS();
DECLARE_PREDICTABLE();
CASW_Weapon_Sentry_Freeze();
#ifndef CLIENT_DLL
virtual const char* GetPickupClass() { return "asw_pickup_sentry_freeze"; }
#endif
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_SENTRY_FREEZE_CASE; }
};
#endif /* _INCLUDED_ASW_WEAPON_SENTRY_H */