137 lines
4.0 KiB
C++
137 lines
4.0 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $NoKeywords: $
|
|
//
|
|
//=============================================================================//
|
|
//---------------------------------------------------------
|
|
// Helicopter flags
|
|
//---------------------------------------------------------
|
|
enum HelicopterFlags_t
|
|
{
|
|
BITS_HELICOPTER_GUN_ON = 0x00000001, // Gun is on and aiming
|
|
BITS_HELICOPTER_MISSILE_ON = 0x00000002, // Missile turrets are on and aiming
|
|
};
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
|
|
#define SF_NOWRECKAGE 0x08
|
|
#define SF_NOROTORWASH 0x20
|
|
#define SF_AWAITINPUT 0x40
|
|
|
|
|
|
//---------------------------------------------------------
|
|
//---------------------------------------------------------
|
|
#define BASECHOPPER_MAX_SPEED 400.0f
|
|
#define BASECHOPPER_MAX_FIRING_SPEED 250.0f
|
|
#define BASECHOPPER_MIN_ROCKET_DIST 1000.0f
|
|
#define BASECHOPPER_MAX_GUN_DIST 2000.0f
|
|
|
|
|
|
//=========================================================
|
|
//=========================================================
|
|
class CBaseHelicopter : public CAI_BaseNPC
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CBaseHelicopter, CAI_BaseNPC );
|
|
|
|
DECLARE_DATADESC();
|
|
DECLARE_SERVERCLASS();
|
|
|
|
void Spawn( void );
|
|
void Precache( void );
|
|
|
|
void Event_Killed( const CTakeDamageInfo &info );
|
|
void StopLoopingSounds();
|
|
|
|
int BloodColor( void ) { return DONT_BLEED; }
|
|
void GibMonster( void );
|
|
|
|
Class_T Classify ( void ) { return CLASS_HUMAN_MILITARY; }
|
|
|
|
void CallDyingThink( void ) { DyingThink(); }
|
|
|
|
bool HasEnemy( void ) { return GetEnemy() != NULL; }
|
|
void CheckEnemy( CBaseEntity *pEnemy );
|
|
virtual bool ChooseEnemy( void );
|
|
virtual void HelicopterThink( void );
|
|
virtual void HelicopterPostThink( void ) { };
|
|
virtual void FlyTouch( CBaseEntity *pOther );
|
|
virtual void CrashTouch( CBaseEntity *pOther );
|
|
virtual void DyingThink( void );
|
|
virtual void Startup( void );
|
|
virtual void NullThink( void );
|
|
|
|
virtual void Flight( void );
|
|
|
|
virtual void ShowDamage( void ) {};
|
|
|
|
virtual void FlyPathCorners( void );
|
|
void UpdatePlayerDopplerShift( void );
|
|
|
|
virtual void Hunt( void );
|
|
|
|
virtual bool IsCrashing( void ) { return m_lifeState != LIFE_ALIVE; }
|
|
virtual float GetAcceleration( void ) { return 5; }
|
|
virtual bool HasReachedTarget( void );
|
|
virtual void OnReachedTarget( CBaseEntity *pTarget ) {};
|
|
|
|
virtual void ApplySidewaysDrag( const Vector &vecRight );
|
|
virtual void ApplyGeneralDrag( void );
|
|
|
|
|
|
int OnTakeDamage_Alive( const CTakeDamageInfo &info );
|
|
void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
|
|
|
|
virtual bool FireGun( void );
|
|
|
|
virtual float GetRotorVolume( void ) { return 1.0; }
|
|
virtual void InitializeRotorSound( void );
|
|
virtual void UpdateRotorSoundPitch( int iPitch );
|
|
|
|
virtual void AimRocketGun(void) {};
|
|
virtual void FireRocket( Vector vLaunchPos, Vector vLaunchDir ) {};
|
|
|
|
void DrawDebugGeometryOverlays(void);
|
|
|
|
CSoundPatch *m_pRotorSound;
|
|
|
|
float m_flForce;
|
|
int m_fHelicopterFlags;
|
|
|
|
Vector m_vecDesiredFaceDir;
|
|
Vector m_vecDesiredPosition;
|
|
|
|
Vector m_vecGoalOrientation; // orientation of the goal entity.
|
|
|
|
float m_flLastSeen;
|
|
float m_flPrevSeen;
|
|
|
|
int m_iSoundState; // don't save this
|
|
|
|
Vector m_vecTarget;
|
|
Vector m_vecTargetPosition;
|
|
|
|
float m_flMaxSpeed; // Maximum speed of the helicopter.
|
|
float m_flMaxSpeedFiring; // Maximum speed of the helicopter whilst firing guns.
|
|
|
|
float m_flGoalSpeed; // Goal speed
|
|
float m_flInitialSpeed;
|
|
float m_angleVelocity;
|
|
|
|
void ChangePathCorner( const char *pszName );
|
|
|
|
// Inputs
|
|
void InputChangePathCorner( inputdata_t &inputdata );
|
|
void InputActivate( inputdata_t &inputdata );
|
|
|
|
// Outputs
|
|
COutputEvent m_AtTarget; // Fired when pathcorner has been reached
|
|
COutputEvent m_LeaveTarget; // Fired when pathcorner is left
|
|
|
|
float m_flNextCrashExplosion;
|
|
};
|