//====== Copyright 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef VEHICLE_JEEP_EPISODIC_H
#define VEHICLE_JEEP_EPISODIC_H
#ifdef _WIN32
#pragma once
#endif
#include "vehicle_jeep.h"
#include "ai_basenpc.h"
//=============================================================================
// Episodic jeep
class CPropJeepEpisodic : public CPropJeep
{
DECLARE_CLASS( CPropJeepEpisodic, CPropJeep );
public:
CPropJeepEpisodic( void );
virtual void Spawn( void );
virtual void NPC_FinishedEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
virtual void NPC_FinishedExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
virtual bool NPC_CanEnterVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
virtual bool NPC_CanExitVehicle( CAI_BaseNPC *pPassenger, bool bCompanion );
DECLARE_DATADESC();
protected:
virtual float GetUprightTime( void ) { return 1.0f; }
virtual float GetUprightStrength( void );
virtual bool ShouldPuntUseLaunchForces( void );
virtual AngularImpulse PhysGunLaunchAngularImpulse( void );
virtual Vector PhysGunLaunchVelocity( const Vector &forward, float flMass );
bool PassengerInTransition( void );
private:
void InputLockEntrance( inputdata_t &data );
void InputUnlockEntrance( inputdata_t &data );
void InputLockExit( inputdata_t &data );
void InputUnlockExit( inputdata_t &data );
bool m_bEntranceLocked;
bool m_bExitLocked;
COutputEvent m_OnCompanionEnteredVehicle; // Passenger has completed entering the vehicle
COutputEvent m_OnCompanionExitedVehicle; // Passenger has completed exited the vehicle
COutputEvent m_OnHostileEnteredVehicle; // Passenger has completed entering the vehicle
COutputEvent m_OnHostileExitedVehicle; // Passenger has completed exited the vehicle
};
#endif // VEHICLE_JEEP_EPISODIC_H
# |
Change |
User |
Description |
Committed |
|
#1
|
5817 |
Knut Wikstrom |
Added base Valve SDK code to start modding. |
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