hl2_src-leak-2017/src/game/server/tf2/gasoline_blob.h

94 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef GASOLINE_BLOB_H
#define GASOLINE_BLOB_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
class CGasolineBlob : public CBaseEntity
{
public:
DECLARE_CLASS( CGasolineBlob, CBaseEntity );
DECLARE_SERVERCLASS();
// Create a gasoline blob.
// flAirLifetime specifies how long it takes to fizzle out in the air.
static CGasolineBlob* Create(
CBaseEntity *pOwner,
const Vector &vOrigin,
const Vector &vStartVelocity,
bool bUseGravity,
float flAirLifetime,
float flLifetime );
virtual ~CGasolineBlob();
// A lit blob will always apply at least 25% damage to its "auto burn" blob.
//
// This is used when laying down gasoline blobs in a line. Since it's fairly easy to accidentally
// lay down blobs that won't damage each other because they're too far away, the line of blobs
// can be linked together using this.
void AddAutoBurnBlob( CGasolineBlob *pBlob );
// Overrides.
public:
virtual int OnTakeDamage( const CTakeDamageInfo &info );
// Implementation.
public:
bool IsLit() const;
bool IsStopped() const;
void SetLit( bool bLit );
void Think();
void AutoBurn_R( CGasolineBlob *pParent );
private:
typedef CHandle<CGasolineBlob> CGasolineBlobHandle;
CUtlVector<CGasolineBlobHandle> m_AutoBurnBlobs;
float m_flTimeInAir; // How long we've been in the air.
float m_flAirLifetime; // How long we're allowed to exist in the air.
CNetworkVar( float, m_flLitStartTime ); // What time did the blob become lit at?
CNetworkVar( int, m_BlobFlags ); // Combination of BLOBFLAG_ defines.
// This is set at the start and is used to know the percentage of lifetime left.
CNetworkVar( float, m_flMaxLifetime );
// When the blob was created.
CNetworkVar( float, m_flCreateTime );
CNetworkVector( m_vSurfaceNormal ); // This is sent to the client so it can spread the fire out.
EHANDLE m_hOwner;
float m_HeatLevel; // This rises when other flames are nearby until we ignite.
};
// Returns true if the entity is a gasoline blob.
bool IsGasolineBlob( CBaseEntity *pEnt );
#endif // GASOLINE_BLOB_H