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https://github.com/openmoh/openmohaa.git
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87 lines
2.4 KiB
C++
87 lines
2.4 KiB
C++
/*
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===========================================================================
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Copyright (C) 2024 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// barrels.h : Barrels
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#pragma once
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#include "entity.h"
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#define BARREL_INDESTRUCTABLE 1
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#define MAX_BARREL_LEAKS 4
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enum {
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BARREL_EMPTY,
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BARREL_OIL,
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BARREL_WATER,
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BARREL_GAS
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};
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class BarrelObject : public Entity
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{
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int m_iBarrelType;
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float m_fFluidAmount;
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float m_fHeightFluid;
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qboolean m_bLeaksActive[MAX_BARREL_LEAKS];
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Vector m_vLeaks[MAX_BARREL_LEAKS];
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Vector m_vLeakNorms[MAX_BARREL_LEAKS];
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Vector m_vJitterAngles;
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Vector m_vStartAngles;
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float m_fJitterScale;
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float m_fLastEffectTime;
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float m_fDamageSoundTime;
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public:
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CLASS_PROTOTYPE(BarrelObject);
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BarrelObject();
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int PickBarrelLeak(void);
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void BarrelSetup(Event *ev);
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void BarrelSetType(Event *ev);
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void BarrelThink(Event *ev);
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void BarrelDamaged(Event *ev);
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void BarrelKilled(Event *ev);
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void Archive(Archiver& arc) override;
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};
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inline void BarrelObject::Archive(Archiver& arc)
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{
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Entity::Archive(arc);
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arc.ArchiveInteger(&m_iBarrelType);
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arc.ArchiveFloat(&m_fFluidAmount);
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arc.ArchiveFloat(&m_fHeightFluid);
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arc.ArchiveVector(&m_vJitterAngles);
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arc.ArchiveVector(&m_vStartAngles);
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arc.ArchiveFloat(&m_fJitterScale);
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arc.ArchiveFloat(&m_fLastEffectTime);
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arc.ArchiveFloat(&m_fDamageSoundTime);
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for (int i = MAX_BARREL_LEAKS - 1; i >= 0; i--) {
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arc.ArchiveBoolean(&m_bLeaksActive[i]);
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arc.ArchiveVector(&m_vLeaks[i]);
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arc.ArchiveVector(&m_vLeakNorms[i]);
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}
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}
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