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280 lines
6.9 KiB
C++
280 lines
6.9 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASEENTITY_SHARED_H
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#define BASEENTITY_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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extern ConVar hl2_episodic;
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// Simple shared header file for common base entities
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// entity capabilities
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// These are caps bits to indicate what an object's capabilities (currently used for +USE, save/restore and level transitions)
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// NOTE: (For portal 2 and paint) These +use related caps MUST be the first 6 bits!
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#define FCAP_IMPULSE_USE 0x00000001 // can be used by the player
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#define FCAP_CONTINUOUS_USE 0x00000002 // can be used by the player
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#define FCAP_ONOFF_USE 0x00000004 // can be used by the player
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#define FCAP_DIRECTIONAL_USE 0x00000008 // Player sends +/- 1 when using (currently only tracktrains)
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// NOTE: Normally +USE only works in direct line of sight. Add these caps for additional searches
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#define FCAP_USE_ONGROUND 0x00000010
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#define FCAP_USE_IN_RADIUS 0x00000020
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#define FCAP_MUST_SPAWN 0x00000040 // Spawn after restore
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#define FCAP_ACROSS_TRANSITION 0x00000080 // should transfer between transitions
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// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
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#define FCAP_FORCE_TRANSITION 0x00000100 // ALWAYS goes across transitions
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#define FCAP_NOTIFY_ON_TRANSITION 0x00000200 // Entity will receive Inside/Outside transition inputs when a transition occurs
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#define FCAP_SAVE_NON_NETWORKABLE 0x00000400
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#define FCAP_MASTER 0x10000000 // Can be used to "master" other entities (like multisource)
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#define FCAP_WCEDIT_POSITION 0x40000000 // Can change position and update Hammer in edit mode
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#define FCAP_DONT_SAVE 0x80000000 // Don't save this
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// How many bits are used to transmit parent attachment indices?
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#define NUM_PARENTATTACHMENT_BITS 6
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// Maximum number of vphysics objects per entity
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#define VPHYSICS_MAX_OBJECT_LIST_COUNT 1024
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#if defined( CLIENT_DLL )
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#include "c_baseentity.h"
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#include "c_baseanimating.h"
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#else
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#include "baseentity.h"
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#ifdef HL2_EPISODIC
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#include "info_darknessmode_lightsource.h"
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#endif // HL2_EPISODIC
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#endif
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#include "vscript/ivscript.h"
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#include "vscript_shared.h"
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#if !defined( NO_ENTITY_PREDICTION )
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// CBaseEntity inlines
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inline bool CBaseEntity::IsPlayerSimulated( void ) const
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{
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return m_bIsPlayerSimulated;
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}
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inline CBasePlayer *CBaseEntity::GetSimulatingPlayer( void )
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{
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return m_hPlayerSimulationOwner.Get();
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}
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#endif
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inline MoveType_t CBaseEntity::GetMoveType() const
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{
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return (MoveType_t)(unsigned char)m_MoveType;
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}
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inline MoveCollide_t CBaseEntity::GetMoveCollide() const
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{
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return (MoveCollide_t)(unsigned char)m_MoveCollide;
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}
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//-----------------------------------------------------------------------------
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// Collision group accessors
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//-----------------------------------------------------------------------------
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inline int CBaseEntity::GetCollisionGroup() const
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{
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return m_CollisionGroup;
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}
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inline int CBaseEntity::GetFlags( void ) const
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{
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return m_fFlags;
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}
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inline bool CBaseEntity::IsAlive( void )
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{
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return m_lifeState == LIFE_ALIVE;
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}
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inline CBaseEntity *CBaseEntity::GetOwnerEntity() const
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{
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return m_hOwnerEntity.Get();
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}
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inline CBaseEntity *CBaseEntity::GetEffectEntity() const
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{
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return m_hEffectEntity.Get();
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}
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inline int CBaseEntity::GetPredictionRandomSeed( void )
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{
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return m_nPredictionRandomSeed;
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}
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inline CBasePlayer *CBaseEntity::GetPredictionPlayer( void )
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{
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return m_pPredictionPlayer;
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}
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inline void CBaseEntity::SetPredictionPlayer( CBasePlayer *player )
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{
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m_pPredictionPlayer = player;
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}
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inline bool CBaseEntity::IsSimulatedEveryTick() const
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{
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return m_bSimulatedEveryTick;
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}
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inline bool CBaseEntity::IsAnimatedEveryTick() const
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{
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return m_bAnimatedEveryTick;
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}
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inline void CBaseEntity::SetSimulatedEveryTick( bool sim )
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{
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if ( m_bSimulatedEveryTick != sim )
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{
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m_bSimulatedEveryTick = sim;
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#ifdef CLIENT_DLL
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Interp_UpdateInterpolationAmounts( GetVarMapping() );
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#endif
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}
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}
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inline void CBaseEntity::SetAnimatedEveryTick( bool anim )
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{
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if ( m_bAnimatedEveryTick != anim )
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{
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m_bAnimatedEveryTick = anim;
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#ifdef CLIENT_DLL
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Interp_UpdateInterpolationAmounts( GetVarMapping() );
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#endif
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}
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}
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inline float CBaseEntity::GetAnimTime() const
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{
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return m_flAnimTime;
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}
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inline float CBaseEntity::GetSimulationTime() const
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{
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return m_flSimulationTime;
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}
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inline void CBaseEntity::SetAnimTime( float at )
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{
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m_flAnimTime = at;
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}
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inline void CBaseEntity::SetSimulationTime( float st )
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{
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m_flSimulationTime = st;
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}
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inline int CBaseEntity::GetEffects( void ) const
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{
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return m_fEffects;
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}
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inline void CBaseEntity::RemoveEffects( int nEffects )
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{
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#if !defined( CLIENT_DLL )
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#ifdef HL2_EPISODIC
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if ( nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) )
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{
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// Hack for now, to avoid player emitting radius with his flashlight
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if ( !IsPlayer() )
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{
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RemoveEntityFromDarknessCheck( this );
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}
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}
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#endif // HL2_EPISODIC
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#endif // !CLIENT_DLL
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m_fEffects &= ~nEffects;
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if ( nEffects & EF_NODRAW )
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{
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#ifndef CLIENT_DLL
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NetworkProp()->MarkPVSInformationDirty();
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DispatchUpdateTransmitState();
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#else
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UpdateVisibility();
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#endif
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}
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}
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inline void CBaseEntity::ClearEffects( void )
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{
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#if !defined( CLIENT_DLL )
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#ifdef HL2_EPISODIC
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if ( m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) )
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{
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// Hack for now, to avoid player emitting radius with his flashlight
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if ( !IsPlayer() )
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{
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RemoveEntityFromDarknessCheck( this );
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}
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}
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#endif // HL2_EPISODIC
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#endif // !CLIENT_DLL
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m_fEffects = 0;
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#ifndef CLIENT_DLL
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DispatchUpdateTransmitState();
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#else
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UpdateVisibility();
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#endif
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}
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inline bool CBaseEntity::IsEffectActive( int nEffects ) const
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{
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return (m_fEffects & nEffects) != 0;
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}
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inline HSCRIPT ToHScript( CBaseEntity *pEnt )
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{
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return ( pEnt ) ? pEnt->GetScriptInstance() : NULL;
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}
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template <> ScriptClassDesc_t *GetScriptDesc<CBaseEntity>( CBaseEntity * );
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inline CBaseEntity *ToEnt( HSCRIPT hScript )
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{
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return ( hScript ) ? (CBaseEntity *)g_pScriptVM->GetInstanceValue( hScript, GetScriptDescForClass(CBaseEntity) ) : NULL;
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}
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// convenience functions for fishing out the vectors of this object
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// equivalent to GetVectors(), but doesn't need an intermediate stack
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// variable (which might cause an LHS anyway)
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inline Vector CBaseEntity::Forward() const RESTRICT ///< get my forward (+x) vector
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{
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const matrix3x4_t &mat = EntityToWorldTransform();
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return Vector( mat[0][0], mat[1][0], mat[2][0] );
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}
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inline Vector CBaseEntity::Left() const RESTRICT ///< get my left (+y) vector
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{
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const matrix3x4_t &mat = EntityToWorldTransform();
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return Vector( mat[0][1], mat[1][1], mat[2][1] );
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}
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inline Vector CBaseEntity::Up() const RESTRICT ///< get my up (+z) vector
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{
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const matrix3x4_t &mat = EntityToWorldTransform();
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return Vector( mat[0][2], mat[1][2], mat[2][2] );
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}
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// Shared EntityMessage between game and client .dlls
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#define BASEENTITY_MSG_REMOVE_DECALS 1
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#endif // BASEENTITY_SHARED_H
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