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