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hl2sdk/game/shared/baseprojectile.h
2025-02-19 18:39:00 -05:00

115 lines
3.1 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEPROJECTILE_H
#define BASEPROJECTILE_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#ifdef GAME_DLL
#include "baseanimating.h"
#else
#include "c_baseanimating.h"
#endif
#ifdef CLIENT_DLL
#define CBaseProjectile C_BaseProjectile
#endif // CLIENT_DLL
//=============================================================================
//
// Base Projectile.
//
//=============================================================================
#ifdef CLIENT_DLL
class CBaseProjectile : public CBaseAnimating
#else // CLIENT_DLL
DECLARE_AUTO_LIST( IBaseProjectileAutoList );
class CBaseProjectile : public CBaseAnimating, public IBaseProjectileAutoList
#endif // !CLIENT_DLL
{
public:
DECLARE_CLASS( CBaseProjectile, CBaseAnimating );
DECLARE_NETWORKCLASS();
CBaseProjectile();
virtual ~CBaseProjectile();
virtual void Spawn();
#ifdef GAME_DLL
virtual int GetBaseProjectileType() const { return -1; } // no base
virtual int GetProjectileType() const { return -1; } // no type
virtual int GetDestroyableHitCount( void ) const { return m_iDestroyableHitCount; }
void IncrementDestroyableHitCount( void ) { ++m_iDestroyableHitCount; }
virtual bool CanCollideWithTeammates() const { return m_bCanCollideWithTeammates; }
virtual float GetCollideWithTeammatesDelay() const { return 0.25f; }
#endif // GAME_DLL
#ifdef TF_DLL
void RecordEnemyPlayerHit( const CBaseEntity* pHitPlayer, bool bDirect );
virtual bool IsBaseProjectile( void ) const OVERRIDE { return true; }
#endif // TF_DLL
virtual bool IsDestroyable( bool bOrbAttack = false ) { return false; }
virtual void Destroy( bool bBlinkOut = true, bool bBreakRocket = false ) {}
virtual void SetLauncher( CBaseEntity *pLauncher );
CBaseEntity *GetOriginalLauncher() const { return m_hOriginalLauncher; }
protected:
#ifdef GAME_DLL
void CollideWithTeammatesThink();
virtual bool ShouldTouchNonWorldSolid( CBaseEntity *pOther, const trace_t *pTrace );
int m_iDestroyableHitCount;
#endif // GAME_DLL
private:
#ifdef GAME_DLL
void ResetCollideWithTeammates();
bool m_bCanCollideWithTeammates;
#endif // GAME_DLL
CNetworkHandle( CBaseEntity, m_hOriginalLauncher );
#ifdef TF_DLL
CUtlVector< int > m_vecEntsHit;
CUtlVector< int > m_vecEntsDirectHit;
#endif
};
// Trace helper
class CTraceFilterIgnoreProjectiles : public CTraceFilterSimple
{
public:
// It does have a base, but we'll never network anything below here..
DECLARE_CLASS( CTraceFilterIgnoreProjectiles, CTraceFilterSimple );
CTraceFilterIgnoreProjectiles( const IHandleEntity *passentity, int collisionGroup )
: CTraceFilterSimple( passentity, collisionGroup )
{
}
virtual bool ShouldHitEntity( IHandleEntity *pServerEntity, int contentsMask )
{
CBaseEntity *pEntity = EntityFromEntityHandle( pServerEntity );
if ( pEntity && dynamic_cast< CBaseProjectile* >( pEntity ) )
return false;
return BaseClass::ShouldHitEntity( pServerEntity, contentsMask );
}
};
#endif // BASEPROJECTILE_H