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94 lines
2.4 KiB
C++
94 lines
2.4 KiB
C++
/*
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===========================================================================
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Copyright (C) 2015 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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#ifndef __BARRELOBJECT_H__
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#define __BARRELOBJECT_H__
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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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{
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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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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
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(
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Archiver& arc
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)
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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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{
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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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#endif // __BARRELOBJECT_H__
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