mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-23 06:36:54 +00:00
2694 lines
89 KiB
C++
2694 lines
89 KiB
C++
//========= Copyright 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_H
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#define BASEENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define TEAMNUM_NUM_BITS 6
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#include "entitylist.h"
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#include "entityoutput.h"
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#include "networkvar.h"
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#include "collisionproperty.h"
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#include "ServerNetworkProperty.h"
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#include "shareddefs.h"
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#include "engine/ivmodelinfo.h"
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class CDamageModifier;
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class CDmgAccumulator;
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struct CSoundParameters;
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class AI_CriteriaSet;
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class IResponseSystem;
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class IEntitySaveUtils;
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class CRecipientFilter;
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class CStudioHdr;
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// Matching the high level concept is significantly better than other criteria
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// FIXME: Could do this in the script file by making it required and bumping up weighting there instead...
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#define CONCEPT_WEIGHT 5.0f
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typedef CHandle<CBaseEntity> EHANDLE;
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#define MANUALMODE_GETSET_PROP(type, accessorName, varName) \
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private:\
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type varName;\
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public:\
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inline const type& Get##accessorName##() const { return varName; } \
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inline type& Get##accessorName##() { return varName; } \
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inline void Set##accessorName##( const type &val ) { varName = val; m_NetStateMgr.StateChanged(); }
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#define MANUALMODE_GETSET_EHANDLE(type, accessorName, varName) \
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private:\
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CHandle<type> varName;\
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public:\
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inline type* Get##accessorName##() { return varName.Get(); } \
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inline void Set##accessorName##( type *pType ) { varName = pType; m_NetStateMgr.StateChanged(); }
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// saverestore.h declarations
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class CSaveRestoreData;
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struct typedescription_t;
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class ISave;
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class IRestore;
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class CBaseEntity;
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class CEntityMapData;
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class CBaseCombatWeapon;
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class IPhysicsObject;
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class IPhysicsShadowController;
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class CBaseCombatCharacter;
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class CTeam;
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class Vector;
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struct gamevcollisionevent_t;
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class CBaseAnimating;
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class CBasePlayer;
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class IServerVehicle;
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struct solid_t;
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struct notify_system_event_params_t;
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class CAI_BaseNPC;
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class CAI_Senses;
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class CSquadNPC;
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class variant_t;
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class CEventAction;
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typedef struct KeyValueData_s KeyValueData;
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class CUserCmd;
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class CSkyCamera;
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class CEntityMapData;
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class INextBot;
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class IHasAttributes;
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typedef CUtlVector< CBaseEntity* > EntityList_t;
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#if defined( HL2_DLL )
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// For CLASSIFY
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enum Class_T
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{
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CLASS_NONE=0,
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CLASS_PLAYER,
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CLASS_PLAYER_ALLY,
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CLASS_PLAYER_ALLY_VITAL,
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CLASS_ANTLION,
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CLASS_BARNACLE,
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CLASS_BULLSEYE,
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//CLASS_BULLSQUID,
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CLASS_CITIZEN_PASSIVE,
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CLASS_CITIZEN_REBEL,
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CLASS_COMBINE,
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CLASS_COMBINE_GUNSHIP,
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CLASS_CONSCRIPT,
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CLASS_HEADCRAB,
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//CLASS_HOUNDEYE,
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CLASS_MANHACK,
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CLASS_METROPOLICE,
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CLASS_MILITARY,
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CLASS_SCANNER,
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CLASS_STALKER,
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CLASS_VORTIGAUNT,
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CLASS_ZOMBIE,
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CLASS_PROTOSNIPER,
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CLASS_MISSILE,
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CLASS_FLARE,
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CLASS_EARTH_FAUNA,
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CLASS_HACKED_ROLLERMINE,
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CLASS_COMBINE_HUNTER,
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NUM_AI_CLASSES
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};
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#elif defined( HL1_DLL )
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enum Class_T
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{
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CLASS_NONE = 0,
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CLASS_MACHINE,
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CLASS_PLAYER,
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CLASS_HUMAN_PASSIVE,
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CLASS_HUMAN_MILITARY,
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CLASS_ALIEN_MILITARY,
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CLASS_ALIEN_MONSTER,
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CLASS_ALIEN_PREY,
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CLASS_ALIEN_PREDATOR,
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CLASS_INSECT,
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CLASS_PLAYER_ALLY,
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CLASS_PLAYER_BIOWEAPON,
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CLASS_ALIEN_BIOWEAPON,
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NUM_AI_CLASSES
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};
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#elif defined( INVASION_DLL )
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enum Class_T
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{
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CLASS_NONE = 0,
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CLASS_PLAYER,
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CLASS_PLAYER_ALLY,
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CLASS_PLAYER_ALLY_VITAL,
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CLASS_ANTLION,
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CLASS_BARNACLE,
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CLASS_BULLSEYE,
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//CLASS_BULLSQUID,
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CLASS_CITIZEN_PASSIVE,
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CLASS_CITIZEN_REBEL,
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CLASS_COMBINE,
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CLASS_COMBINE_GUNSHIP,
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CLASS_CONSCRIPT,
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CLASS_HEADCRAB,
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//CLASS_HOUNDEYE,
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CLASS_MANHACK,
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CLASS_METROPOLICE,
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CLASS_MILITARY,
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CLASS_SCANNER,
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CLASS_STALKER,
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CLASS_VORTIGAUNT,
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CLASS_ZOMBIE,
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CLASS_PROTOSNIPER,
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CLASS_MISSILE,
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CLASS_FLARE,
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CLASS_EARTH_FAUNA,
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NUM_AI_CLASSES
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};
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#elif defined( CSTRIKE_DLL )
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enum Class_T
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{
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CLASS_NONE = 0,
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CLASS_PLAYER,
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CLASS_PLAYER_ALLY,
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NUM_AI_CLASSES
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};
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#else
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enum Class_T
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{
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CLASS_NONE = 0,
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CLASS_PLAYER,
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CLASS_PLAYER_ALLY,
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NUM_AI_CLASSES
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};
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#endif
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//
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// Structure passed to input handlers.
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//
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struct inputdata_t
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{
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CBaseEntity *pActivator; // The entity that initially caused this chain of output events.
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CBaseEntity *pCaller; // The entity that fired this particular output.
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variant_t value; // The data parameter for this output.
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int nOutputID; // The unique ID of the output that was fired.
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};
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// Serializable list of context as set by entity i/o and used for deducing proper
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// speech state, et al.
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struct ResponseContext_t
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{
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DECLARE_SIMPLE_DATADESC();
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string_t m_iszName;
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string_t m_iszValue;
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float m_fExpirationTime; // when to expire context (0 == never)
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};
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//-----------------------------------------------------------------------------
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// Entity events... targetted to a particular entity
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// Each event has a well defined structure to use for parameters
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//-----------------------------------------------------------------------------
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enum EntityEvent_t
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{
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ENTITY_EVENT_WATER_TOUCH = 0, // No data needed
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ENTITY_EVENT_WATER_UNTOUCH, // No data needed
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ENTITY_EVENT_PARENT_CHANGED, // No data needed
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};
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//-----------------------------------------------------------------------------
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typedef void (CBaseEntity::*BASEPTR)(void);
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typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
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typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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#define DEFINE_THINKFUNC( function ) DEFINE_FUNCTION_RAW( function, BASEPTR )
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#define DEFINE_ENTITYFUNC( function ) DEFINE_FUNCTION_RAW( function, ENTITYFUNCPTR )
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#define DEFINE_USEFUNC( function ) DEFINE_FUNCTION_RAW( function, USEPTR )
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// Things that toggle (buttons/triggers/doors) need this
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enum TOGGLE_STATE
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{
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TS_AT_TOP,
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TS_AT_BOTTOM,
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TS_GOING_UP,
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TS_GOING_DOWN
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};
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// Debug overlay bits
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enum DebugOverlayBits_t
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{
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OVERLAY_TEXT_BIT = 0x00000001, // show text debug overlay for this entity
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OVERLAY_NAME_BIT = 0x00000002, // show name debug overlay for this entity
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OVERLAY_BBOX_BIT = 0x00000004, // show bounding box overlay for this entity
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OVERLAY_PIVOT_BIT = 0x00000008, // show pivot for this entity
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OVERLAY_MESSAGE_BIT = 0x00000010, // show messages for this entity
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OVERLAY_ABSBOX_BIT = 0x00000020, // show abs bounding box overlay
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OVERLAY_RBOX_BIT = 0x00000040, // show the rbox overlay
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OVERLAY_SHOW_BLOCKSLOS = 0x00000080, // show entities that block NPC LOS
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OVERLAY_ATTACHMENTS_BIT = 0x00000100, // show attachment points
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OVERLAY_AUTOAIM_BIT = 0x00000200, // Display autoaim radius
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OVERLAY_NPC_SELECTED_BIT = 0x00001000, // the npc is current selected
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OVERLAY_NPC_NEAREST_BIT = 0x00002000, // show the nearest node of this npc
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OVERLAY_NPC_ROUTE_BIT = 0x00004000, // draw the route for this npc
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OVERLAY_NPC_TRIANGULATE_BIT = 0x00008000, // draw the triangulation for this npc
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OVERLAY_NPC_ZAP_BIT = 0x00010000, // destroy the NPC
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OVERLAY_NPC_ENEMIES_BIT = 0x00020000, // show npc's enemies
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OVERLAY_NPC_CONDITIONS_BIT = 0x00040000, // show NPC's current conditions
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OVERLAY_NPC_SQUAD_BIT = 0x00080000, // show npc squads
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OVERLAY_NPC_TASK_BIT = 0x00100000, // show npc task details
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OVERLAY_NPC_FOCUS_BIT = 0x00200000, // show line to npc's enemy and target
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OVERLAY_NPC_VIEWCONE_BIT = 0x00400000, // show npc's viewcone
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OVERLAY_NPC_KILL_BIT = 0x00800000, // kill the NPC, running all appropriate AI.
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OVERLAY_WC_CHANGE_ENTITY = 0x01000000, // object changed during WC edit
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OVERLAY_BUDDHA_MODE = 0x02000000, // take damage but don't die
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OVERLAY_NPC_STEERING_REGULATIONS = 0x04000000, // Show the steering regulations associated with the NPC
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OVERLAY_TASK_TEXT_BIT = 0x08000000, // show task and schedule names when they start
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OVERLAY_PROP_DEBUG = 0x10000000,
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OVERLAY_NPC_RELATION_BIT = 0x20000000, // show relationships between target and all children
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OVERLAY_VIEWOFFSET = 0x40000000, // show view offset
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};
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struct TimedOverlay_t;
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/* ========= CBaseEntity ========
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All objects in the game are derived from this.
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a list of all CBaseEntitys is kept in gEntList
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================================ */
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// creates an entity by string name, but does not spawn it
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// If iForceEdictIndex is not -1, then it will use the edict by that index. If the index is
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// invalid or there is already an edict using that index, it will error out.
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CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex = -1 );
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CBaseNetworkable *CreateNetworkableByName( const char *className );
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// creates an entity and calls all the necessary spawn functions
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extern void SpawnEntityByName( const char *className, CEntityMapData *mapData = NULL );
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// calls the spawn functions for an entity
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extern int DispatchSpawn( CBaseEntity *pEntity );
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inline CBaseEntity *GetContainingEntity( edict_t *pent );
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//-----------------------------------------------------------------------------
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// Purpose: think contexts
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//-----------------------------------------------------------------------------
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struct thinkfunc_t
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{
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BASEPTR m_pfnThink;
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string_t m_iszContext;
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int m_nNextThinkTick;
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int m_nLastThinkTick;
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DECLARE_SIMPLE_DATADESC();
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};
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struct EmitSound_t;
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struct rotatingpushmove_t;
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#define CREATE_PREDICTED_ENTITY( className ) \
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CBaseEntity::CreatePredictedEntityByName( className, __FILE__, __LINE__ );
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//
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// Base Entity. All entity types derive from this
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//
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class CBaseEntity : public IServerEntity
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{
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public:
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DECLARE_CLASS_NOBASE( CBaseEntity );
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//----------------------------------------
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// Class vars and functions
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//----------------------------------------
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static inline void Debug_Pause(bool bPause);
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static inline bool Debug_IsPaused(void);
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static inline void Debug_SetSteps(int nSteps);
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static inline bool Debug_ShouldStep(void);
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static inline bool Debug_Step(void);
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static bool m_bInDebugSelect;
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static int m_nDebugPlayer;
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protected:
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static bool m_bDebugPause; // Whether entity i/o is paused for debugging.
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static int m_nDebugSteps; // Number of entity outputs to fire before pausing again.
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static bool sm_bDisableTouchFuncs; // Disables PhysicsTouch and PhysicsStartTouch function calls
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public:
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static bool sm_bAccurateTriggerBboxChecks; // SOLID_BBOX entities do a fully accurate trigger vs bbox check when this is set
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public:
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// If bServerOnly is true, then the ent never goes to the client. This is used
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// by logical entities.
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CBaseEntity( bool bServerOnly=false );
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virtual ~CBaseEntity();
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// prediction system
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DECLARE_PREDICTABLE();
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// network data
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DECLARE_SERVERCLASS();
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// data description
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DECLARE_DATADESC();
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// memory handling
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void *operator new( size_t stAllocateBlock );
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void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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void operator delete( void *pMem );
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void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete(pMem); }
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// Class factory
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static CBaseEntity *CreatePredictedEntityByName( const char *classname, const char *module, int line, bool persist = false );
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// IHandleEntity overrides.
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public:
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virtual void SetRefEHandle( const CBaseHandle &handle );
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virtual const CBaseHandle& GetRefEHandle() const;
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// IServerUnknown overrides
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virtual ICollideable *GetCollideable();
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virtual IServerNetworkable *GetNetworkable();
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virtual CBaseEntity *GetBaseEntity();
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// IServerEntity overrides.
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public:
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virtual void SetModelIndex( int index );
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virtual int GetModelIndex( void ) const;
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virtual string_t GetModelName( void ) const;
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void ClearModelIndexOverrides( void );
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virtual void SetModelIndexOverride( int index, int nValue );
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public:
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// virtual methods for derived classes to override
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virtual bool TestCollision( const Ray_t& ray, unsigned int mask, trace_t& trace );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pWorldMins, Vector *pWorldMaxs );
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// non-virtual methods. Don't override these!
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public:
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// An inline version the game code can use
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CCollisionProperty *CollisionProp();
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const CCollisionProperty*CollisionProp() const;
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CServerNetworkProperty *NetworkProp();
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const CServerNetworkProperty *NetworkProp() const;
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bool IsCurrentlyTouching( void ) const;
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const Vector& GetAbsOrigin( void ) const;
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const QAngle& GetAbsAngles( void ) const;
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SolidType_t GetSolid() const;
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int GetSolidFlags( void ) const;
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int GetEFlags() const;
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void SetEFlags( int iEFlags );
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void AddEFlags( int nEFlagMask );
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void RemoveEFlags( int nEFlagMask );
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bool IsEFlagSet( int nEFlagMask ) const;
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// Quick way to ask if we have a player entity as a child anywhere in our hierarchy.
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void RecalcHasPlayerChildBit();
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bool DoesHavePlayerChild();
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bool IsTransparent() const;
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void SetNavIgnore( float duration = FLT_MAX );
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void ClearNavIgnore();
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bool IsNavIgnored() const;
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// Is the entity floating?
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bool IsFloating();
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// Called by physics to see if we should avoid a collision test....
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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// Move type / move collide
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MoveType_t GetMoveType() const;
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MoveCollide_t GetMoveCollide() const;
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void SetMoveType( MoveType_t val, MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT );
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void SetMoveCollide( MoveCollide_t val );
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// Returns the entity-to-world transform
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matrix3x4_t &EntityToWorldTransform();
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const matrix3x4_t &EntityToWorldTransform() const;
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// Some helper methods that transform a point from entity space to world space + back
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void EntityToWorldSpace( const Vector &in, Vector *pOut ) const;
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void WorldToEntitySpace( const Vector &in, Vector *pOut ) const;
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// This function gets your parent's transform. If you're parented to an attachment,
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// this calculates the attachment's transform and gives you that.
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//
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// You must pass in tempMatrix for scratch space - it may need to fill that in and return it instead of
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// pointing you right at a variable in your parent.
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matrix3x4_t& GetParentToWorldTransform( matrix3x4_t &tempMatrix );
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// Externalized data objects ( see sharreddefs.h for DataObjectType_t )
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bool HasDataObjectType( int type ) const;
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void AddDataObjectType( int type );
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void RemoveDataObjectType( int type );
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void *GetDataObject( int type );
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void *CreateDataObject( int type );
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void DestroyDataObject( int type );
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void DestroyAllDataObjects( void );
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public:
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void SetScaledPhysics( IPhysicsObject *pNewObject );
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// virtual methods; you can override these
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public:
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// Owner entity.
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// FIXME: These are virtual only because of CNodeEnt
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CBaseEntity *GetOwnerEntity() const;
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virtual void SetOwnerEntity( CBaseEntity* pOwner );
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void SetEffectEntity( CBaseEntity *pEffectEnt );
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CBaseEntity *GetEffectEntity() const;
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// Only CBaseEntity implements these. CheckTransmit calls the virtual ShouldTransmit to see if the
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// entity wants to be sent. If so, it calls SetTransmit, which will mark any dependents for transmission too.
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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// update the global transmit state if a transmission rule changed
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int SetTransmitState( int nFlag);
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int GetTransmitState( void );
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int DispatchUpdateTransmitState();
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// Do NOT call this directly. Use DispatchUpdateTransmitState.
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virtual int UpdateTransmitState();
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// Entities (like ropes) use this to own the transmit state of another entity
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// by forcing it to not call UpdateTransmitState.
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void IncrementTransmitStateOwnedCounter();
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void DecrementTransmitStateOwnedCounter();
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// This marks the entity for transmission and passes the SetTransmit call to any dependents.
|
|
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
|
|
|
|
// This function finds out if the entity is in the 3D skybox. If so, it sets the EFL_IN_SKYBOX
|
|
// flag so the entity gets transmitted to all the clients.
|
|
// Entities usually call this during their Activate().
|
|
// Returns true if the entity is in the skybox (and EFL_IN_SKYBOX was set).
|
|
bool DetectInSkybox();
|
|
|
|
// Returns which skybox the entity is in
|
|
CSkyCamera *GetEntitySkybox();
|
|
|
|
bool IsSimulatedEveryTick() const;
|
|
bool IsAnimatedEveryTick() const;
|
|
void SetSimulatedEveryTick( bool sim );
|
|
void SetAnimatedEveryTick( bool anim );
|
|
|
|
public:
|
|
|
|
virtual const char *GetTracerType( void );
|
|
|
|
// returns a pointer to the entities edict, if it has one. should be removed!
|
|
inline edict_t *edict( void ) { return NetworkProp()->edict(); }
|
|
inline const edict_t *edict( void ) const { return NetworkProp()->edict(); }
|
|
inline int entindex( ) const { return m_Network.entindex(); };
|
|
inline int GetSoundSourceIndex() const { return entindex(); }
|
|
|
|
// These methods encapsulate MOVETYPE_FOLLOW, which became obsolete
|
|
void FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true );
|
|
void StopFollowingEntity( ); // will also change to MOVETYPE_NONE
|
|
bool IsFollowingEntity();
|
|
CBaseEntity *GetFollowedEntity();
|
|
|
|
// initialization
|
|
virtual void Spawn( void );
|
|
virtual void Precache( void ) {}
|
|
|
|
virtual void SetModel( const char *szModelName );
|
|
|
|
protected:
|
|
// Notification on model load. May be called multiple times for dynamic models.
|
|
// Implementations must call BaseClass::OnNewModel and pass return value through.
|
|
virtual CStudioHdr *OnNewModel();
|
|
|
|
public:
|
|
virtual void PostConstructor( const char *szClassname );
|
|
virtual void PostClientActive( void );
|
|
virtual void ParseMapData( CEntityMapData *mapData );
|
|
virtual bool KeyValue( const char *szKeyName, const char *szValue );
|
|
virtual bool KeyValue( const char *szKeyName, float flValue );
|
|
virtual bool KeyValue( const char *szKeyName, const Vector &vecValue );
|
|
virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
|
|
|
|
void ValidateEntityConnections();
|
|
void FireNamedOutput( const char *pszOutput, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller, float flDelay = 0.0f );
|
|
|
|
// Activate - called for each entity after each load game and level load
|
|
virtual void Activate( void );
|
|
|
|
// Hierarchy traversal
|
|
CBaseEntity *GetMoveParent( void );
|
|
CBaseEntity *GetRootMoveParent();
|
|
CBaseEntity *FirstMoveChild( void );
|
|
CBaseEntity *NextMovePeer( void );
|
|
|
|
void SetName( string_t newTarget );
|
|
void SetParent( string_t newParent, CBaseEntity *pActivator, int iAttachment = -1 );
|
|
|
|
// Set the movement parent. Your local origin and angles will become relative to this parent.
|
|
// If iAttachment is a valid attachment on the parent, then your local origin and angles
|
|
// are relative to the attachment on this entity. If iAttachment == -1, it'll preserve the
|
|
// current m_iParentAttachment.
|
|
virtual void SetParent( CBaseEntity* pNewParent, int iAttachment = -1 );
|
|
CBaseEntity* GetParent();
|
|
int GetParentAttachment();
|
|
|
|
string_t GetEntityName();
|
|
|
|
bool NameMatches( const char *pszNameOrWildcard );
|
|
bool ClassMatches( const char *pszClassOrWildcard );
|
|
bool NameMatches( string_t nameStr );
|
|
bool ClassMatches( string_t nameStr );
|
|
|
|
private:
|
|
bool NameMatchesComplex( const char *pszNameOrWildcard );
|
|
bool ClassMatchesComplex( const char *pszClassOrWildcard );
|
|
void TransformStepData_WorldToParent( CBaseEntity *pParent );
|
|
void TransformStepData_ParentToParent( CBaseEntity *pOldParent, CBaseEntity *pNewParent );
|
|
void TransformStepData_ParentToWorld( CBaseEntity *pParent );
|
|
|
|
|
|
public:
|
|
int GetSpawnFlags( void ) const;
|
|
void AddSpawnFlags( int nFlags );
|
|
void RemoveSpawnFlags( int nFlags );
|
|
void ClearSpawnFlags( void );
|
|
bool HasSpawnFlags( int nFlags ) const;
|
|
|
|
int GetEffects( void ) const;
|
|
void AddEffects( int nEffects );
|
|
void RemoveEffects( int nEffects );
|
|
void ClearEffects( void );
|
|
void SetEffects( int nEffects );
|
|
bool IsEffectActive( int nEffects ) const;
|
|
|
|
// makes the entity inactive
|
|
void MakeDormant( void );
|
|
int IsDormant( void );
|
|
|
|
void RemoveDeferred( void ); // Sets the entity invisible, and makes it remove itself on the next frame
|
|
|
|
// checks to see if the entity is marked for deletion
|
|
bool IsMarkedForDeletion( void );
|
|
|
|
// capabilities
|
|
virtual int ObjectCaps( void );
|
|
|
|
// Verifies that the data description is valid in debug builds.
|
|
#ifdef _DEBUG
|
|
void ValidateDataDescription(void);
|
|
#endif // _DEBUG
|
|
|
|
// handles an input (usually caused by outputs)
|
|
// returns true if the the value in the pass in should be set, false if the input is to be ignored
|
|
virtual bool AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID );
|
|
|
|
//
|
|
// Input handlers.
|
|
//
|
|
void InputAlternativeSorting( inputdata_t &inputdata );
|
|
void InputAlpha( inputdata_t &inputdata );
|
|
void InputColor( inputdata_t &inputdata );
|
|
void InputSetParent( inputdata_t &inputdata );
|
|
void SetParentAttachment( const char *szInputName, const char *szAttachment, bool bMaintainOffset );
|
|
void InputSetParentAttachment( inputdata_t &inputdata );
|
|
void InputSetParentAttachmentMaintainOffset( inputdata_t &inputdata );
|
|
void InputClearParent( inputdata_t &inputdata );
|
|
void InputSetTeam( inputdata_t &inputdata );
|
|
void InputUse( inputdata_t &inputdata );
|
|
void InputKill( inputdata_t &inputdata );
|
|
void InputKillHierarchy( inputdata_t &inputdata );
|
|
void InputSetDamageFilter( inputdata_t &inputdata );
|
|
void InputDispatchEffect( inputdata_t &inputdata );
|
|
void InputEnableDamageForces( inputdata_t &inputdata );
|
|
void InputDisableDamageForces( inputdata_t &inputdata );
|
|
void InputAddContext( inputdata_t &inputdata );
|
|
void InputRemoveContext( inputdata_t &inputdata );
|
|
void InputClearContext( inputdata_t &inputdata );
|
|
void InputDispatchResponse( inputdata_t& inputdata );
|
|
void InputDisableShadow( inputdata_t &inputdata );
|
|
void InputEnableShadow( inputdata_t &inputdata );
|
|
void InputAddOutput( inputdata_t &inputdata );
|
|
void InputFireUser1( inputdata_t &inputdata );
|
|
void InputFireUser2( inputdata_t &inputdata );
|
|
void InputFireUser3( inputdata_t &inputdata );
|
|
void InputFireUser4( inputdata_t &inputdata );
|
|
|
|
// Returns the origin at which to play an inputted dispatcheffect
|
|
virtual void GetInputDispatchEffectPosition( const char *sInputString, Vector &pOrigin, QAngle &pAngles );
|
|
|
|
// tries to read a field from the entities data description - result is placed in variant_t
|
|
bool ReadKeyField( const char *varName, variant_t *var );
|
|
|
|
// classname access
|
|
void SetClassname( const char *className );
|
|
const char* GetClassname();
|
|
|
|
// Debug Overlays
|
|
void EntityText( int text_offset, const char *text, float flDuration, int r = 255, int g = 255, int b = 255, int a = 255 );
|
|
const char *GetDebugName(void); // do not make this virtual -- designed to handle NULL this
|
|
virtual void DrawDebugGeometryOverlays(void);
|
|
virtual int DrawDebugTextOverlays(void);
|
|
void DrawTimedOverlays( void );
|
|
void DrawBBoxOverlay( float flDuration = 0.0f );
|
|
void DrawAbsBoxOverlay();
|
|
void DrawRBoxOverlay();
|
|
|
|
void DrawInputOverlay(const char *szInputName, CBaseEntity *pCaller, variant_t Value);
|
|
void DrawOutputOverlay(CEventAction *ev);
|
|
void SendDebugPivotOverlay( void );
|
|
void AddTimedOverlay( const char *msg, int endTime );
|
|
|
|
void SetSolid( SolidType_t val );
|
|
|
|
// save/restore
|
|
// only overload these if you have special data to serialize
|
|
virtual int Save( ISave &save );
|
|
virtual int Restore( IRestore &restore );
|
|
virtual bool ShouldSavePhysics();
|
|
|
|
// handler to reset stuff before you are restored
|
|
// NOTE: Always chain to base class when implementing this!
|
|
virtual void OnSave( IEntitySaveUtils *pSaveUtils );
|
|
|
|
// handler to reset stuff after you are restored
|
|
// called after all entities have been loaded from all affected levels
|
|
// called before activate
|
|
// NOTE: Always chain to base class when implementing this!
|
|
virtual void OnRestore();
|
|
|
|
int GetTextureFrameIndex( void );
|
|
void SetTextureFrameIndex( int iIndex );
|
|
|
|
// Entities block Line-Of-Sight for NPCs by default.
|
|
// Set this to false if you want to change this behavior.
|
|
void SetBlocksLOS( bool bBlocksLOS );
|
|
bool BlocksLOS( void );
|
|
|
|
|
|
void SetAIWalkable( bool bBlocksLOS );
|
|
bool IsAIWalkable( void );
|
|
private:
|
|
int SaveDataDescBlock( ISave &save, datamap_t *dmap );
|
|
int RestoreDataDescBlock( IRestore &restore, datamap_t *dmap );
|
|
|
|
public:
|
|
// Networking related methods
|
|
void NetworkStateChanged();
|
|
void NetworkStateChanged( void *pVar );
|
|
|
|
public:
|
|
void CalcAbsolutePosition();
|
|
|
|
// returns the edict index the entity requires when used in save/restore (eg players, world)
|
|
// -1 means it doesn't require any special index
|
|
virtual int RequiredEdictIndex( void ) { return -1; }
|
|
|
|
// interface function pts
|
|
void (CBaseEntity::*m_pfnMoveDone)(void);
|
|
virtual void MoveDone( void ) { if (m_pfnMoveDone) (this->*m_pfnMoveDone)();};
|
|
|
|
// Why do we have two separate static Instance functions?
|
|
static CBaseEntity *Instance( const CBaseHandle &hEnt );
|
|
static CBaseEntity *Instance( const edict_t *pent );
|
|
static CBaseEntity *Instance( edict_t *pent );
|
|
static CBaseEntity* Instance( int iEnt );
|
|
|
|
// Think function handling
|
|
void (CBaseEntity::*m_pfnThink)(void);
|
|
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)();};
|
|
|
|
// Think functions with contexts
|
|
int RegisterThinkContext( const char *szContext );
|
|
BASEPTR ThinkSet( BASEPTR func, float flNextThinkTime = 0, const char *szContext = NULL );
|
|
void SetNextThink( float nextThinkTime, const char *szContext = NULL );
|
|
float GetNextThink( const char *szContext = NULL );
|
|
float GetLastThink( const char *szContext = NULL );
|
|
int GetNextThinkTick( const char *szContext = NULL );
|
|
int GetLastThinkTick( const char *szContext = NULL );
|
|
|
|
float GetAnimTime() const;
|
|
void SetAnimTime( float at );
|
|
|
|
float GetSimulationTime() const;
|
|
void SetSimulationTime( float st );
|
|
|
|
void SetRenderMode( RenderMode_t nRenderMode );
|
|
RenderMode_t GetRenderMode() const;
|
|
|
|
private:
|
|
// NOTE: Keep this near vtable so it's in cache with vtable.
|
|
CServerNetworkProperty m_Network;
|
|
|
|
public:
|
|
// members
|
|
string_t m_iClassname; // identifier for entity creation and save/restore
|
|
string_t m_iGlobalname; // identifier for carrying entity across level transitions
|
|
string_t m_iParent; // the name of the entities parent; linked into m_pParent during Activate()
|
|
|
|
int m_iHammerID; // Hammer unique edit id number
|
|
|
|
public:
|
|
// was pev->speed
|
|
float m_flSpeed;
|
|
// was pev->renderfx
|
|
CNetworkVar( unsigned char, m_nRenderFX );
|
|
// was pev->rendermode
|
|
CNetworkVar( unsigned char, m_nRenderMode );
|
|
CNetworkVar( short, m_nModelIndex );
|
|
|
|
#ifdef TF_DLL
|
|
CNetworkArray( int, m_nModelIndexOverrides, MAX_VISION_MODES ); // used to override the base model index on the client if necessary
|
|
#endif
|
|
|
|
// was pev->rendercolor
|
|
CNetworkColor32( m_clrRender );
|
|
const color32 GetRenderColor() const;
|
|
void SetRenderColor( byte r, byte g, byte b );
|
|
void SetRenderColor( byte r, byte g, byte b, byte a );
|
|
void SetRenderColorR( byte r );
|
|
void SetRenderColorG( byte g );
|
|
void SetRenderColorB( byte b );
|
|
void SetRenderColorA( byte a );
|
|
|
|
// was pev->animtime: consider moving to CBaseAnimating
|
|
float m_flPrevAnimTime;
|
|
CNetworkVar( float, m_flAnimTime ); // this is the point in time that the client will interpolate to position,angle,frame,etc.
|
|
CNetworkVar( float, m_flSimulationTime );
|
|
|
|
void IncrementInterpolationFrame(); // Call this to cause a discontinuity (teleport)
|
|
|
|
CNetworkVar( int, m_ubInterpolationFrame );
|
|
|
|
int m_nLastThinkTick;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Certain entities (projectiles) can be created on the client and thus need a matching id number
|
|
CNetworkVar( CPredictableId, m_PredictableID );
|
|
#endif
|
|
|
|
// used so we know when things are no longer touching
|
|
int touchStamp;
|
|
|
|
protected:
|
|
|
|
// think function handling
|
|
enum thinkmethods_t
|
|
{
|
|
THINK_FIRE_ALL_FUNCTIONS,
|
|
THINK_FIRE_BASE_ONLY,
|
|
THINK_FIRE_ALL_BUT_BASE,
|
|
};
|
|
int GetIndexForThinkContext( const char *pszContext );
|
|
CUtlVector< thinkfunc_t > m_aThinkFunctions;
|
|
|
|
#ifdef _DEBUG
|
|
int m_iCurrentThinkContext;
|
|
#endif
|
|
|
|
void RemoveExpiredConcepts( void );
|
|
int GetContextCount() const; // Call RemoveExpiredConcepts to clean out expired concepts
|
|
const char *GetContextName( int index ) const; // note: context may be expired
|
|
const char *GetContextValue( int index ) const; // note: context may be expired
|
|
bool ContextExpired( int index ) const;
|
|
int FindContextByName( const char *name ) const;
|
|
public:
|
|
void AddContext( const char *nameandvalue );
|
|
|
|
protected:
|
|
CUtlVector< ResponseContext_t > m_ResponseContexts;
|
|
|
|
// Map defined context sets
|
|
string_t m_iszResponseContext;
|
|
|
|
private:
|
|
CBaseEntity( CBaseEntity& );
|
|
|
|
// list handling
|
|
friend class CGlobalEntityList;
|
|
friend class CThinkSyncTester;
|
|
|
|
// was pev->nextthink
|
|
CNetworkVarForDerived( int, m_nNextThinkTick );
|
|
// was pev->effects
|
|
CNetworkVar( int, m_fEffects );
|
|
|
|
////////////////////////////////////////////////////////////////////////////
|
|
|
|
|
|
public:
|
|
|
|
// Returns a CBaseAnimating if the entity is derived from CBaseAnimating.
|
|
virtual CBaseAnimating* GetBaseAnimating() { return 0; }
|
|
|
|
virtual IResponseSystem *GetResponseSystem();
|
|
virtual void DispatchResponse( const char *conceptName );
|
|
|
|
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that NPCs with different classnames
|
|
// still realize that they are teammates. (overridden for NPCs that form groups)
|
|
virtual Class_T Classify ( void );
|
|
virtual void DeathNotice ( CBaseEntity *pVictim ) {}// NPC maker children use this to tell the NPC maker that they have died.
|
|
virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) { return ((GetFlags() & FL_AIMTARGET) != 0); }
|
|
virtual float GetAutoAimRadius();
|
|
virtual Vector GetAutoAimCenter() { return WorldSpaceCenter(); }
|
|
|
|
virtual ITraceFilter* GetBeamTraceFilter( void );
|
|
|
|
// Call this to do a TraceAttack on an entity, performs filtering. Don't call TraceAttack() directly except when chaining up to base class
|
|
void DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL );
|
|
virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
|
|
|
|
|
|
protected:
|
|
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL );
|
|
|
|
public:
|
|
|
|
virtual bool CanBeHitByMeleeAttack( CBaseEntity *pAttacker ) { return true; }
|
|
|
|
// returns the amount of damage inflicted
|
|
virtual int OnTakeDamage( const CTakeDamageInfo &info );
|
|
|
|
// This is what you should call to apply damage to an entity.
|
|
int TakeDamage( const CTakeDamageInfo &info );
|
|
virtual void AdjustDamageDirection( const CTakeDamageInfo &info, Vector &dir, CBaseEntity *pEnt ) {}
|
|
|
|
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
|
|
|
virtual bool IsAlive( void );
|
|
// Entity killed (only fired once)
|
|
virtual void Event_Killed( const CTakeDamageInfo &info );
|
|
|
|
void SendOnKilledGameEvent( const CTakeDamageInfo &info );
|
|
|
|
// Notifier that I've killed some other entity. (called from Victim's Event_Killed).
|
|
virtual void Event_KilledOther( CBaseEntity *pVictim, const CTakeDamageInfo &info ) { return; }
|
|
|
|
// UNDONE: Make this data?
|
|
virtual int BloodColor( void );
|
|
|
|
void TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
|
|
virtual bool IsTriggered( CBaseEntity *pActivator ) {return true;}
|
|
virtual bool IsNPC( void ) const { return false; }
|
|
CAI_BaseNPC *MyNPCPointer( void );
|
|
virtual CBaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; }
|
|
virtual INextBot *MyNextBotPointer( void ) { return NULL; }
|
|
virtual float GetDelay( void ) { return 0; }
|
|
virtual bool IsMoving( void );
|
|
bool IsWorld() { return entindex() == 0; }
|
|
virtual char const *DamageDecal( int bitsDamageType, int gameMaterial );
|
|
virtual void DecalTrace( trace_t *pTrace, char const *decalName );
|
|
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName = NULL );
|
|
|
|
void AddPoints( int score, bool bAllowNegativeScore );
|
|
void AddPointsToTeam( int score, bool bAllowNegativeScore );
|
|
void RemoveAllDecals( void );
|
|
|
|
virtual bool OnControls( CBaseEntity *pControls ) { return false; }
|
|
virtual bool HasTarget( string_t targetname );
|
|
virtual bool IsPlayer( void ) const { return false; }
|
|
virtual bool IsNetClient( void ) const { return false; }
|
|
virtual bool IsTemplate( void ) { return false; }
|
|
virtual bool IsBaseObject( void ) const { return false; }
|
|
virtual bool IsBaseTrain( void ) const { return false; }
|
|
bool IsBSPModel() const;
|
|
bool IsCombatCharacter() { return MyCombatCharacterPointer() == NULL ? false : true; }
|
|
bool IsInWorld( void ) const;
|
|
virtual bool IsCombatItem( void ) const { return false; }
|
|
|
|
virtual bool IsBaseCombatWeapon( void ) const { return false; }
|
|
virtual bool IsWearable( void ) const { return false; }
|
|
virtual CBaseCombatWeapon *MyCombatWeaponPointer( void ) { return NULL; }
|
|
|
|
// If this is a vehicle, returns the vehicle interface
|
|
virtual IServerVehicle* GetServerVehicle() { return NULL; }
|
|
|
|
// UNDONE: Make this data instead of procedural?
|
|
virtual bool IsViewable( void ); // is this something that would be looked at (model, sprite, etc.)?
|
|
|
|
// Team Handling
|
|
CTeam *GetTeam( void ) const; // Get the Team this entity is on
|
|
int GetTeamNumber( void ) const; // Get the Team number of the team this entity is on
|
|
virtual void ChangeTeam( int iTeamNum ); // Assign this entity to a team.
|
|
bool IsInTeam( CTeam *pTeam ) const; // Returns true if this entity's in the specified team
|
|
bool InSameTeam( const CBaseEntity *pEntity ) const; // Returns true if the specified entity is on the same team as this one
|
|
bool IsInAnyTeam( void ) const; // Returns true if this entity is in any team
|
|
const char *TeamID( void ) const; // Returns the name of the team this entity is on.
|
|
|
|
// Entity events... these are events targetted to a particular entity
|
|
// Each event defines its own well-defined event data structure
|
|
virtual void OnEntityEvent( EntityEvent_t event, void *pEventData );
|
|
|
|
// can stand on this entity?
|
|
bool IsStandable() const;
|
|
|
|
// UNDONE: Do these three functions actually need to be virtual???
|
|
virtual bool CanStandOn( CBaseEntity *pSurface ) const { return (pSurface && !pSurface->IsStandable()) ? false : true; }
|
|
virtual bool CanStandOn( edict_t *ent ) const { return CanStandOn( GetContainingEntity( ent ) ); }
|
|
virtual CBaseEntity *GetEnemy( void ) { return NULL; }
|
|
virtual CBaseEntity *GetEnemy( void ) const { return NULL; }
|
|
|
|
|
|
void ViewPunch( const QAngle &angleOffset );
|
|
void VelocityPunch( const Vector &vecForce );
|
|
|
|
CBaseEntity *GetNextTarget( void );
|
|
|
|
// fundamental callbacks
|
|
void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther );
|
|
void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther );
|
|
|
|
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
|
virtual void StartTouch( CBaseEntity *pOther );
|
|
virtual void Touch( CBaseEntity *pOther );
|
|
virtual void EndTouch( CBaseEntity *pOther );
|
|
virtual void StartBlocked( CBaseEntity *pOther ) {}
|
|
virtual void Blocked( CBaseEntity *pOther );
|
|
virtual void EndBlocked( void ) {}
|
|
|
|
// Physics simulation
|
|
virtual void PhysicsSimulate( void );
|
|
|
|
public:
|
|
// HACKHACK:Get the trace_t from the last physics touch call (replaces the even-hackier global trace vars)
|
|
static const trace_t & GetTouchTrace( void );
|
|
|
|
// FIXME: Should be private, but I can't make em private just yet
|
|
void PhysicsImpact( CBaseEntity *other, trace_t &trace );
|
|
void PhysicsMarkEntitiesAsTouching( CBaseEntity *other, trace_t &trace );
|
|
void PhysicsMarkEntitiesAsTouchingEventDriven( CBaseEntity *other, trace_t &trace );
|
|
void PhysicsTouchTriggers( const Vector *pPrevAbsOrigin = NULL );
|
|
|
|
// Physics helper
|
|
static void PhysicsRemoveTouchedList( CBaseEntity *ent );
|
|
static void PhysicsNotifyOtherOfUntouch( CBaseEntity *ent, CBaseEntity *other );
|
|
static void PhysicsRemoveToucher( CBaseEntity *other, touchlink_t *link );
|
|
|
|
groundlink_t *AddEntityToGroundList( CBaseEntity *other );
|
|
void PhysicsStartGroundContact( CBaseEntity *pentOther );
|
|
|
|
static void PhysicsNotifyOtherOfGroundRemoval( CBaseEntity *ent, CBaseEntity *other );
|
|
static void PhysicsRemoveGround( CBaseEntity *other, groundlink_t *link );
|
|
static void PhysicsRemoveGroundList( CBaseEntity *ent );
|
|
|
|
void StartGroundContact( CBaseEntity *ground );
|
|
void EndGroundContact( CBaseEntity *ground );
|
|
|
|
void SetGroundChangeTime( float flTime );
|
|
float GetGroundChangeTime( void );
|
|
|
|
// Remove this as ground entity for all object resting on this object
|
|
void WakeRestingObjects();
|
|
bool HasNPCsOnIt();
|
|
|
|
virtual void UpdateOnRemove( void );
|
|
virtual void StopLoopingSounds( void ) {}
|
|
|
|
// common member functions
|
|
void SUB_Remove( void );
|
|
void SUB_DoNothing( void );
|
|
void SUB_StartFadeOut( float delay = 10.0f, bool bNotSolid = true );
|
|
void SUB_StartFadeOutInstant();
|
|
void SUB_FadeOut ( void );
|
|
void SUB_Vanish( void );
|
|
void SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); }
|
|
void SUB_PerformFadeOut( void );
|
|
virtual bool SUB_AllowedToFade( void );
|
|
|
|
// change position, velocity, orientation instantly
|
|
// passing NULL means no change
|
|
virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity );
|
|
// notify that another entity (that you were watching) was teleported
|
|
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
|
|
|
|
int ShouldToggle( USE_TYPE useType, int currentState );
|
|
|
|
// UNDONE: Move these virtuals to CBaseCombatCharacter?
|
|
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
|
|
virtual int GetTracerAttachment( void );
|
|
virtual void FireBullets( const FireBulletsInfo_t &info );
|
|
virtual void DoImpactEffect( trace_t &tr, int nDamageType ); // give shooter a chance to do a custom impact.
|
|
|
|
// OLD VERSION! Use the struct version
|
|
void FireBullets( int cShots, const Vector &vecSrc, const Vector &vecDirShooting,
|
|
const Vector &vecSpread, float flDistance, int iAmmoType, int iTracerFreq = 4,
|
|
int firingEntID = -1, int attachmentID = -1, int iDamage = 0,
|
|
CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false, bool bPrimaryAttack = true );
|
|
virtual void ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo ) {}
|
|
|
|
virtual CBaseEntity *Respawn( void ) { return NULL; }
|
|
|
|
// Method used to deal with attacks passing through triggers
|
|
void TraceAttackToTriggers( const CTakeDamageInfo &info, const Vector& start, const Vector& end, const Vector& dir );
|
|
|
|
// Do the bounding boxes of these two intersect?
|
|
bool Intersects( CBaseEntity *pOther );
|
|
virtual bool IsLockedByMaster( void ) { return false; }
|
|
|
|
// Health accessors.
|
|
virtual int GetMaxHealth() const { return m_iMaxHealth; }
|
|
void SetMaxHealth( int amt ) { m_iMaxHealth = amt; }
|
|
|
|
int GetHealth() const { return m_iHealth; }
|
|
void SetHealth( int amt ) { m_iHealth = amt; }
|
|
|
|
float HealthFraction() const;
|
|
|
|
// Ugly code to lookup all functions to make sure they are in the table when set.
|
|
#ifdef _DEBUG
|
|
|
|
#ifdef GNUC
|
|
#define ENTITYFUNCPTR_SIZE 8
|
|
#else
|
|
#define ENTITYFUNCPTR_SIZE 4
|
|
#endif
|
|
|
|
void FunctionCheck( void *pFunction, const char *name );
|
|
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
|
|
{
|
|
COMPILE_TIME_ASSERT( sizeof(func) == ENTITYFUNCPTR_SIZE );
|
|
m_pfnTouch = func;
|
|
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnTouch)), name );
|
|
return func;
|
|
}
|
|
USEPTR UseSet( USEPTR func, char *name )
|
|
{
|
|
COMPILE_TIME_ASSERT( sizeof(func) == ENTITYFUNCPTR_SIZE );
|
|
m_pfnUse = func;
|
|
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnUse)), name );
|
|
return func;
|
|
}
|
|
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
|
|
{
|
|
COMPILE_TIME_ASSERT( sizeof(func) == ENTITYFUNCPTR_SIZE );
|
|
m_pfnBlocked = func;
|
|
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnBlocked)), name );
|
|
return func;
|
|
}
|
|
|
|
#endif // _DEBUG
|
|
|
|
virtual void ModifyOrAppendCriteria( AI_CriteriaSet& set );
|
|
void AppendContextToCriteria( AI_CriteriaSet& set, const char *prefix = "" );
|
|
void DumpResponseCriteria( void );
|
|
|
|
// Return the IHasAttributes interface for this base entity. Removes the need for:
|
|
// dynamic_cast< IHasAttributes * >( pEntity );
|
|
// Which is remarkably slow.
|
|
// GetAttribInterface( CBaseEntity *pEntity ) in attribute_manager.h uses
|
|
// this function, tests for NULL, and Asserts m_pAttributes == dynamic_cast.
|
|
inline IHasAttributes *GetHasAttributesInterfacePtr() const { return m_pAttributes; }
|
|
|
|
protected:
|
|
// NOTE: m_pAttributes needs to be set in the leaf class constructor.
|
|
IHasAttributes *m_pAttributes;
|
|
|
|
private:
|
|
friend class CAI_Senses;
|
|
CBaseEntity *m_pLink;// used for temporary link-list operations.
|
|
|
|
public:
|
|
// variables promoted from edict_t
|
|
string_t m_target;
|
|
CNetworkVarForDerived( int, m_iMaxHealth ); // CBaseEntity doesn't care about changes to this variable, but there are derived classes that do.
|
|
CNetworkVarForDerived( int, m_iHealth );
|
|
|
|
CNetworkVarForDerived( char, m_lifeState );
|
|
CNetworkVarForDerived( char , m_takedamage );
|
|
|
|
// Damage filtering
|
|
string_t m_iszDamageFilterName; // The name of the entity to use as our damage filter.
|
|
EHANDLE m_hDamageFilter; // The entity that controls who can damage us.
|
|
|
|
// Debugging / devolopment fields
|
|
int m_debugOverlays; // For debug only (bitfields)
|
|
TimedOverlay_t* m_pTimedOverlay; // For debug only
|
|
|
|
// virtual functions used by a few classes
|
|
|
|
// creates an entity of a specified class, by name
|
|
static CBaseEntity *Create( const char *szName, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL );
|
|
static CBaseEntity *CreateNoSpawn( const char *szName, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL );
|
|
|
|
// Collision group accessors
|
|
int GetCollisionGroup() const;
|
|
void SetCollisionGroup( int collisionGroup );
|
|
void CollisionRulesChanged();
|
|
|
|
// Damage accessors
|
|
virtual int GetDamageType() const;
|
|
virtual float GetDamage() { return 0; }
|
|
virtual void SetDamage(float flDamage) {}
|
|
|
|
virtual Vector EyePosition( void ); // position of eyes
|
|
virtual const QAngle &EyeAngles( void ); // Direction of eyes in world space
|
|
virtual const QAngle &LocalEyeAngles( void ); // Direction of eyes
|
|
virtual Vector EarPosition( void ); // position of ears
|
|
|
|
Vector EyePosition( void ) const; // position of eyes
|
|
const QAngle &EyeAngles( void ) const; // Direction of eyes in world space
|
|
const QAngle &LocalEyeAngles( void ) const; // Direction of eyes
|
|
Vector EarPosition( void ) const; // position of ears
|
|
|
|
virtual Vector BodyTarget( const Vector &posSrc, bool bNoisy = true); // position to shoot at
|
|
virtual Vector HeadTarget( const Vector &posSrc );
|
|
virtual void GetVectors(Vector* forward, Vector* right, Vector* up) const;
|
|
|
|
virtual const Vector &GetViewOffset() const;
|
|
virtual void SetViewOffset( const Vector &v );
|
|
|
|
// NOTE: Setting the abs velocity in either space will cause a recomputation
|
|
// in the other space, so setting the abs velocity will also set the local vel
|
|
void SetLocalVelocity( const Vector &vecVelocity );
|
|
void ApplyLocalVelocityImpulse( const Vector &vecImpulse );
|
|
void SetAbsVelocity( const Vector &vecVelocity );
|
|
void ApplyAbsVelocityImpulse( const Vector &vecImpulse );
|
|
void ApplyLocalAngularVelocityImpulse( const AngularImpulse &angImpulse );
|
|
|
|
const Vector& GetLocalVelocity( ) const;
|
|
const Vector& GetAbsVelocity( ) const;
|
|
|
|
// NOTE: Setting the abs velocity in either space will cause a recomputation
|
|
// in the other space, so setting the abs velocity will also set the local vel
|
|
void SetLocalAngularVelocity( const QAngle &vecAngVelocity );
|
|
const QAngle& GetLocalAngularVelocity( ) const;
|
|
|
|
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
|
|
// representation, we can't actually solve this problem
|
|
// void SetAbsAngularVelocity( const QAngle &vecAngVelocity );
|
|
// const QAngle& GetAbsAngularVelocity( ) const;
|
|
|
|
const Vector& GetBaseVelocity() const;
|
|
void SetBaseVelocity( const Vector& v );
|
|
|
|
virtual Vector GetSmoothedVelocity( void );
|
|
|
|
// FIXME: Figure out what to do about this
|
|
virtual void GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity = NULL);
|
|
|
|
float GetGravity( void ) const;
|
|
void SetGravity( float gravity );
|
|
float GetFriction( void ) const;
|
|
void SetFriction( float flFriction );
|
|
|
|
virtual bool FVisible ( CBaseEntity *pEntity, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
|
|
virtual bool FVisible( const Vector &vecTarget, int traceMask = MASK_BLOCKLOS, CBaseEntity **ppBlocker = NULL );
|
|
|
|
virtual bool CanBeSeenBy( CAI_BaseNPC *pNPC ) { return true; } // allows entities to be 'invisible' to NPC senses.
|
|
|
|
// This function returns a value that scales all damage done by this entity.
|
|
// Use CDamageModifier to hook in damage modifiers on a guy.
|
|
virtual float GetAttackDamageScale( CBaseEntity *pVictim );
|
|
// This returns a value that scales all damage done to this entity
|
|
// Use CDamageModifier to hook in damage modifiers on a guy.
|
|
virtual float GetReceivedDamageScale( CBaseEntity *pAttacker );
|
|
|
|
void SetCheckUntouch( bool check );
|
|
bool GetCheckUntouch() const;
|
|
|
|
void SetGroundEntity( CBaseEntity *ground );
|
|
CBaseEntity *GetGroundEntity( void );
|
|
CBaseEntity *GetGroundEntity( void ) const { return const_cast<CBaseEntity *>(this)->GetGroundEntity(); }
|
|
|
|
// Gets the velocity we impart to a player standing on us
|
|
virtual void GetGroundVelocityToApply( Vector &vecGroundVel ) { vecGroundVel = vec3_origin; }
|
|
|
|
int GetWaterLevel() const;
|
|
void SetWaterLevel( int nLevel );
|
|
int GetWaterType() const;
|
|
void SetWaterType( int nType );
|
|
|
|
virtual bool PhysicsSplash( const Vector ¢erPoint, const Vector &normal, float rawSpeed, float scaledSpeed ) { return false; }
|
|
virtual void Splash() {}
|
|
|
|
void ClearSolidFlags( void );
|
|
void RemoveSolidFlags( int flags );
|
|
void AddSolidFlags( int flags );
|
|
bool IsSolidFlagSet( int flagMask ) const;
|
|
void SetSolidFlags( int flags );
|
|
bool IsSolid() const;
|
|
|
|
void SetModelName( string_t name );
|
|
|
|
model_t *GetModel( void );
|
|
|
|
// These methods return a *world-aligned* box relative to the absorigin of the entity.
|
|
// This is used for collision purposes and is *not* guaranteed
|
|
// to surround the entire entity's visual representation
|
|
// NOTE: It is illegal to ask for the world-aligned bounds for
|
|
// SOLID_BSP objects
|
|
const Vector& WorldAlignMins( ) const;
|
|
const Vector& WorldAlignMaxs( ) const;
|
|
|
|
// This defines collision bounds in OBB space
|
|
void SetCollisionBounds( const Vector& mins, const Vector &maxs );
|
|
|
|
// NOTE: The world space center *may* move when the entity rotates.
|
|
virtual const Vector& WorldSpaceCenter( ) const;
|
|
const Vector& WorldAlignSize( ) const;
|
|
|
|
// Returns a radius of a sphere
|
|
// *centered at the world space center* bounding the collision representation
|
|
// of the entity. NOTE: The world space center *may* move when the entity rotates.
|
|
float BoundingRadius() const;
|
|
bool IsPointSized() const;
|
|
|
|
// NOTE: Setting the abs origin or angles will cause the local origin + angles to be set also
|
|
void SetAbsOrigin( const Vector& origin );
|
|
void SetAbsAngles( const QAngle& angles );
|
|
|
|
// Origin and angles in local space ( relative to parent )
|
|
// NOTE: Setting the local origin or angles will cause the abs origin + angles to be set also
|
|
void SetLocalOrigin( const Vector& origin );
|
|
const Vector& GetLocalOrigin( void ) const;
|
|
|
|
void SetLocalAngles( const QAngle& angles );
|
|
const QAngle& GetLocalAngles( void ) const;
|
|
|
|
void SetElasticity( float flElasticity );
|
|
float GetElasticity( void ) const;
|
|
|
|
void SetShadowCastDistance( float flDistance );
|
|
float GetShadowCastDistance( void ) const;
|
|
void SetShadowCastDistance( float flDesiredDistance, float flDelay );
|
|
|
|
float GetLocalTime( void ) const;
|
|
void IncrementLocalTime( float flTimeDelta );
|
|
float GetMoveDoneTime( ) const;
|
|
void SetMoveDoneTime( float flTime );
|
|
|
|
// Used by the PAS filters to ask the entity where in world space the sounds it emits come from.
|
|
// This is used right now because if you have something sitting on an incline, using our axis-aligned
|
|
// bounding boxes can return a position in solid space, so you won't hear sounds emitted by the object.
|
|
// For now, we're hacking around it by moving the sound emission origin up on certain objects like vehicles.
|
|
//
|
|
// When OBBs get in, this can probably go away.
|
|
virtual Vector GetSoundEmissionOrigin() const;
|
|
|
|
void AddFlag( int flags );
|
|
void RemoveFlag( int flagsToRemove );
|
|
void ToggleFlag( int flagToToggle );
|
|
int GetFlags( void ) const;
|
|
void ClearFlags( void );
|
|
|
|
// Sets the local position from a transform
|
|
void SetLocalTransform( const matrix3x4_t &localTransform );
|
|
|
|
// See CSoundEmitterSystem
|
|
void EmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. );
|
|
void EmitSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. );
|
|
void StopSound( const char *soundname );
|
|
void StopSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
|
|
void GenderExpandString( char const *in, char *out, int maxlen );
|
|
|
|
virtual void ModifyEmitSoundParams( EmitSound_t ¶ms );
|
|
|
|
static float GetSoundDuration( const char *soundname, char const *actormodel );
|
|
|
|
static bool GetParametersForSound( const char *soundname, CSoundParameters ¶ms, char const *actormodel );
|
|
static bool GetParametersForSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters ¶ms, char const *actormodel );
|
|
|
|
static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL );
|
|
static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHANDLE& handle, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL );
|
|
static void StopSound( int iEntIndex, const char *soundname );
|
|
static soundlevel_t LookupSoundLevel( const char *soundname );
|
|
static soundlevel_t LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
|
|
|
|
static void EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params );
|
|
static void EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params, HSOUNDSCRIPTHANDLE& handle );
|
|
|
|
static void StopSound( int iEntIndex, int iChannel, const char *pSample );
|
|
|
|
static void EmitAmbientSound( int entindex, const Vector& origin, const char *soundname, int flags = 0, float soundtime = 0.0f, float *duration = NULL );
|
|
|
|
// These files need to be listed in scripts/game_sounds_manifest.txt
|
|
static HSOUNDSCRIPTHANDLE PrecacheScriptSound( const char *soundname );
|
|
static void PrefetchScriptSound( const char *soundname );
|
|
|
|
// For each client who appears to be a valid recipient, checks the client has disabled CC and if so, removes them from
|
|
// the recipient list.
|
|
static void RemoveRecipientsIfNotCloseCaptioning( CRecipientFilter& filter );
|
|
static void EmitCloseCaption( IRecipientFilter& filter, int entindex, char const *token, CUtlVector< Vector >& soundorigins, float duration, bool warnifmissing = false );
|
|
static void EmitSentenceByIndex( IRecipientFilter& filter, int iEntIndex, int iChannel, int iSentenceIndex,
|
|
float flVolume, soundlevel_t iSoundlevel, int iFlags = 0, int iPitch = PITCH_NORM,
|
|
const Vector *pOrigin = NULL, const Vector *pDirection = NULL, bool bUpdatePositions = true, float soundtime = 0.0f );
|
|
|
|
static bool IsPrecacheAllowed();
|
|
static void SetAllowPrecache( bool allow );
|
|
|
|
static bool m_bAllowPrecache;
|
|
|
|
static bool IsSimulatingOnAlternateTicks();
|
|
|
|
virtual bool IsDeflectable() { return false; }
|
|
virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir ) {}
|
|
|
|
// void Relink() {}
|
|
|
|
public:
|
|
|
|
// VPHYSICS Integration -----------------------------------------------
|
|
//
|
|
// --------------------------------------------------------------------
|
|
// UNDONE: Move to IEntityVPhysics? or VPhysicsProp() ?
|
|
// Called after spawn, and in the case of self-managing objects, after load
|
|
virtual bool CreateVPhysics();
|
|
|
|
// Convenience routines to init the vphysics simulation for this object.
|
|
// This creates a static object. Something that behaves like world geometry - solid, but never moves
|
|
IPhysicsObject *VPhysicsInitStatic( void );
|
|
|
|
// This creates a normal vphysics simulated object - physics determines where it goes (gravity, friction, etc)
|
|
// and the entity receives updates from vphysics. SetAbsOrigin(), etc do not affect the object!
|
|
IPhysicsObject *VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid = NULL );
|
|
|
|
// This creates a vphysics object with a shadow controller that follows the AI
|
|
// Move the object to where it should be and call UpdatePhysicsShadowToCurrentPosition()
|
|
IPhysicsObject *VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid = NULL );
|
|
|
|
// Force a non-solid (ie. solid_trigger) physics object to collide with other entities.
|
|
virtual bool ForceVPhysicsCollide( CBaseEntity *pEntity ) { return false; }
|
|
|
|
private:
|
|
// called by all vphysics inits
|
|
bool VPhysicsInitSetup();
|
|
public:
|
|
|
|
void VPhysicsSetObject( IPhysicsObject *pPhysics );
|
|
// destroy and remove the physics object for this entity
|
|
virtual void VPhysicsDestroyObject( void );
|
|
void VPhysicsSwapObject( IPhysicsObject *pSwap );
|
|
|
|
inline IPhysicsObject *VPhysicsGetObject( void ) const { return m_pPhysicsObject; }
|
|
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
|
|
void VPhysicsUpdatePusher( IPhysicsObject *pPhysics );
|
|
|
|
// react physically to damage (called from CBaseEntity::OnTakeDamage() by default)
|
|
virtual int VPhysicsTakeDamage( const CTakeDamageInfo &info );
|
|
virtual void VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent );
|
|
virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {}
|
|
virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
|
|
virtual void VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit );
|
|
|
|
// update the shadow so it will coincide with the current AI position at some time
|
|
// in the future (or 0 for now)
|
|
virtual void UpdatePhysicsShadowToCurrentPosition( float deltaTime );
|
|
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
|
|
virtual bool VPhysicsIsFlesh( void );
|
|
// --------------------------------------------------------------------
|
|
|
|
public:
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// The player drives simulation of this entity
|
|
void SetPlayerSimulated( CBasePlayer *pOwner );
|
|
void UnsetPlayerSimulated( void );
|
|
bool IsPlayerSimulated( void ) const;
|
|
CBasePlayer *GetSimulatingPlayer( void );
|
|
#endif
|
|
// FIXME: Make these private!
|
|
void PhysicsCheckForEntityUntouch( void );
|
|
bool PhysicsRunThink( thinkmethods_t thinkMethod = THINK_FIRE_ALL_FUNCTIONS );
|
|
bool PhysicsRunSpecificThink( int nContextIndex, BASEPTR thinkFunc );
|
|
bool PhysicsTestEntityPosition( CBaseEntity **ppEntity = NULL );
|
|
void PhysicsPushEntity( const Vector& push, trace_t *pTrace );
|
|
bool PhysicsCheckWater( void );
|
|
void PhysicsCheckWaterTransition( void );
|
|
void PhysicsStepRecheckGround();
|
|
// Computes the water level + type
|
|
void UpdateWaterState();
|
|
bool IsEdictFree() const { return edict()->IsFree(); }
|
|
|
|
// Callbacks for the physgun/cannon picking up an entity
|
|
virtual CBasePlayer *HasPhysicsAttacker( float dt ) { return NULL; }
|
|
|
|
// UNDONE: Make this data?
|
|
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
|
|
|
|
// Computes the abs position of a point specified in local space
|
|
void ComputeAbsPosition( const Vector &vecLocalPosition, Vector *pAbsPosition );
|
|
|
|
// Computes the abs position of a direction specified in local space
|
|
void ComputeAbsDirection( const Vector &vecLocalDirection, Vector *pAbsDirection );
|
|
|
|
void SetPredictionEligible( bool canpredict );
|
|
|
|
protected:
|
|
// Invalidates the abs state of all children
|
|
void InvalidatePhysicsRecursive( int nChangeFlags );
|
|
|
|
int PhysicsClipVelocity (const Vector& in, const Vector& normal, Vector& out, float overbounce );
|
|
void PhysicsRelinkChildren( float dt );
|
|
|
|
// Performs the collision resolution for fliers.
|
|
void PerformFlyCollisionResolution( trace_t &trace, Vector &move );
|
|
void ResolveFlyCollisionBounce( trace_t &trace, Vector &vecVelocity, float flMinTotalElasticity = 0.0f );
|
|
void ResolveFlyCollisionSlide( trace_t &trace, Vector &vecVelocity );
|
|
virtual void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity );
|
|
|
|
private:
|
|
// Physics-related private methods
|
|
void PhysicsStep( void );
|
|
void PhysicsPusher( void );
|
|
void PhysicsNone( void );
|
|
void PhysicsNoclip( void );
|
|
void PhysicsStepRunTimestep( float timestep );
|
|
void PhysicsToss( void );
|
|
void PhysicsCustom( void );
|
|
void PerformPush( float movetime );
|
|
|
|
// Simulation in local space of rigid children
|
|
void PhysicsRigidChild( void );
|
|
|
|
// Computes the base velocity
|
|
void UpdateBaseVelocity( void );
|
|
|
|
// Implement this if you use MOVETYPE_CUSTOM
|
|
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
|
|
|
|
void PhysicsDispatchThink( BASEPTR thinkFunc );
|
|
|
|
touchlink_t *PhysicsMarkEntityAsTouched( CBaseEntity *other );
|
|
void PhysicsTouch( CBaseEntity *pentOther );
|
|
void PhysicsStartTouch( CBaseEntity *pentOther );
|
|
|
|
CBaseEntity *PhysicsPushMove( float movetime );
|
|
CBaseEntity *PhysicsPushRotate( float movetime );
|
|
|
|
CBaseEntity *PhysicsCheckRotateMove( rotatingpushmove_t &rotPushmove, CBaseEntity **pPusherList, int pusherListCount );
|
|
CBaseEntity *PhysicsCheckPushMove( const Vector& move, CBaseEntity **pPusherList, int pusherListCount );
|
|
int PhysicsTryMove( float flTime, trace_t *steptrace );
|
|
|
|
void PhysicsCheckVelocity( void );
|
|
void PhysicsAddHalfGravity( float timestep );
|
|
void PhysicsAddGravityMove( Vector &move );
|
|
|
|
void CalcAbsoluteVelocity();
|
|
void CalcAbsoluteAngularVelocity();
|
|
|
|
// Checks a sweep without actually performing the move
|
|
void PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace );
|
|
|
|
// Computes new angles based on the angular velocity
|
|
void SimulateAngles( float flFrameTime );
|
|
|
|
void CheckStepSimulationChanged();
|
|
// Run regular think and latch off angle/origin changes so we can interpolate them on the server to fake simulation
|
|
void StepSimulationThink( float dt );
|
|
|
|
// Compute network origin
|
|
private:
|
|
void ComputeStepSimulationNetwork( StepSimulationData *step );
|
|
|
|
public:
|
|
bool UseStepSimulationNetworkOrigin( const Vector **out_v );
|
|
bool UseStepSimulationNetworkAngles( const QAngle **out_a );
|
|
|
|
public:
|
|
// Add a discontinuity to a step
|
|
bool AddStepDiscontinuity( float flTime, const Vector &vecOrigin, const QAngle &vecAngles );
|
|
int GetFirstThinkTick(); // get first tick thinking on any context
|
|
private:
|
|
// origin and angles to use in step calculations
|
|
virtual Vector GetStepOrigin( void ) const;
|
|
virtual QAngle GetStepAngles( void ) const;
|
|
|
|
// These set entity flags (EFL_*) to help optimize queries
|
|
void CheckHasThinkFunction( bool isThinkingHint = false );
|
|
void CheckHasGamePhysicsSimulation();
|
|
bool WillThink();
|
|
bool WillSimulateGamePhysics();
|
|
|
|
friend class CPushBlockerEnum;
|
|
|
|
// Sets/Gets the next think based on context index
|
|
void SetNextThink( int nContextIndex, float thinkTime );
|
|
void SetLastThink( int nContextIndex, float thinkTime );
|
|
float GetNextThink( int nContextIndex ) const;
|
|
int GetNextThinkTick( int nContextIndex ) const;
|
|
|
|
// Shot statistics
|
|
void UpdateShotStatistics( const trace_t &tr );
|
|
|
|
// Handle shot entering water
|
|
bool HandleShotImpactingWater( const FireBulletsInfo_t &info, const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest );
|
|
|
|
// Handle shot entering water
|
|
void HandleShotImpactingGlass( const FireBulletsInfo_t &info, const trace_t &tr, const Vector &vecDir, ITraceFilter *pTraceFilter );
|
|
|
|
// Should we draw bubbles underwater?
|
|
bool ShouldDrawUnderwaterBulletBubbles();
|
|
|
|
// Computes the tracer start position
|
|
void ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart );
|
|
|
|
// Computes the tracer start position
|
|
void CreateBubbleTrailTracer( const Vector &vecShotSrc, const Vector &vecShotEnd, const Vector &vecShotDir );
|
|
|
|
virtual bool ShouldDrawWaterImpacts() { return true; }
|
|
|
|
// Changes shadow cast distance over time
|
|
void ShadowCastDistThink( );
|
|
|
|
// Precache model sounds + particles
|
|
static void PrecacheModelComponents( int nModelIndex );
|
|
static void PrecacheSoundHelper( const char *pName );
|
|
|
|
protected:
|
|
// Which frame did I simulate?
|
|
int m_nSimulationTick;
|
|
|
|
// FIXME: Make this private! Still too many references to do so...
|
|
CNetworkVar( int, m_spawnflags );
|
|
|
|
private:
|
|
int m_iEFlags; // entity flags EFL_*
|
|
// was pev->flags
|
|
CNetworkVarForDerived( int, m_fFlags );
|
|
|
|
string_t m_iName; // name used to identify this entity
|
|
|
|
// Damage modifiers
|
|
friend class CDamageModifier;
|
|
CUtlLinkedList<CDamageModifier*,int> m_DamageModifiers;
|
|
|
|
EHANDLE m_pParent; // for movement hierarchy
|
|
byte m_nTransmitStateOwnedCounter;
|
|
CNetworkVar( unsigned char, m_iParentAttachment ); // 0 if we're relative to the parent's absorigin and absangles.
|
|
CNetworkVar( unsigned char, m_MoveType ); // One of the MOVETYPE_ defines.
|
|
CNetworkVar( unsigned char, m_MoveCollide );
|
|
|
|
// Our immediate parent in the movement hierarchy.
|
|
// FIXME: clarify m_pParent vs. m_pMoveParent
|
|
CNetworkHandle( CBaseEntity, m_hMoveParent );
|
|
// cached child list
|
|
EHANDLE m_hMoveChild;
|
|
// generated from m_pMoveParent
|
|
EHANDLE m_hMovePeer;
|
|
|
|
friend class CCollisionProperty;
|
|
friend class CServerNetworkProperty;
|
|
CNetworkVarEmbedded( CCollisionProperty, m_Collision );
|
|
|
|
CNetworkHandle( CBaseEntity, m_hOwnerEntity ); // only used to point to an edict it won't collide with
|
|
CNetworkHandle( CBaseEntity, m_hEffectEntity ); // Fire/Dissolve entity.
|
|
|
|
CNetworkVar( int, m_CollisionGroup ); // used to cull collision tests
|
|
IPhysicsObject *m_pPhysicsObject; // pointer to the entity's physics object (vphysics.dll)
|
|
|
|
CNetworkVar( float, m_flShadowCastDistance );
|
|
float m_flDesiredShadowCastDistance;
|
|
|
|
// Team handling
|
|
int m_iInitialTeamNum; // Team number of this entity's team read from file
|
|
CNetworkVar( int, m_iTeamNum ); // Team number of this entity's team.
|
|
|
|
// Sets water type + level for physics objects
|
|
unsigned char m_nWaterTouch;
|
|
unsigned char m_nSlimeTouch;
|
|
unsigned char m_nWaterType;
|
|
CNetworkVarForDerived( unsigned char, m_nWaterLevel );
|
|
float m_flNavIgnoreUntilTime;
|
|
|
|
CNetworkHandleForDerived( CBaseEntity, m_hGroundEntity );
|
|
float m_flGroundChangeTime; // Time that the ground entity changed
|
|
|
|
string_t m_ModelName;
|
|
|
|
// Velocity of the thing we're standing on (world space)
|
|
CNetworkVarForDerived( Vector, m_vecBaseVelocity );
|
|
|
|
// Global velocity
|
|
Vector m_vecAbsVelocity;
|
|
|
|
// Local angular velocity
|
|
QAngle m_vecAngVelocity;
|
|
|
|
// Global angular velocity
|
|
// QAngle m_vecAbsAngVelocity;
|
|
|
|
// local coordinate frame of entity
|
|
matrix3x4_t m_rgflCoordinateFrame;
|
|
|
|
// Physics state
|
|
EHANDLE m_pBlocker;
|
|
|
|
// was pev->gravity;
|
|
float m_flGravity; // rename to m_flGravityScale;
|
|
// was pev->friction
|
|
CNetworkVarForDerived( float, m_flFriction );
|
|
CNetworkVar( float, m_flElasticity );
|
|
|
|
// was pev->ltime
|
|
float m_flLocalTime;
|
|
// local time at the beginning of this frame
|
|
float m_flVPhysicsUpdateLocalTime;
|
|
// local time the movement has ended
|
|
float m_flMoveDoneTime;
|
|
|
|
// A counter to help quickly build a list of potentially pushed objects for physics
|
|
int m_nPushEnumCount;
|
|
|
|
Vector m_vecAbsOrigin;
|
|
CNetworkVectorForDerived( m_vecVelocity );
|
|
|
|
//Adrian
|
|
CNetworkVar( unsigned char, m_iTextureFrameIndex );
|
|
|
|
CNetworkVar( bool, m_bSimulatedEveryTick );
|
|
CNetworkVar( bool, m_bAnimatedEveryTick );
|
|
CNetworkVar( bool, m_bAlternateSorting );
|
|
|
|
// User outputs. Fired when the "FireInputX" input is triggered.
|
|
COutputEvent m_OnUser1;
|
|
COutputEvent m_OnUser2;
|
|
COutputEvent m_OnUser3;
|
|
COutputEvent m_OnUser4;
|
|
|
|
QAngle m_angAbsRotation;
|
|
|
|
CNetworkVector( m_vecOrigin );
|
|
CNetworkQAngle( m_angRotation );
|
|
CBaseHandle m_RefEHandle;
|
|
|
|
// was pev->view_ofs ( FIXME: Move somewhere up the hierarch, CBaseAnimating, etc. )
|
|
CNetworkVectorForDerived( m_vecViewOffset );
|
|
|
|
private:
|
|
// dynamic model state tracking
|
|
bool m_bDynamicModelAllowed;
|
|
bool m_bDynamicModelPending;
|
|
bool m_bDynamicModelSetBounds;
|
|
void OnModelLoadComplete( const model_t* model );
|
|
friend class CBaseEntityModelLoadProxy;
|
|
|
|
protected:
|
|
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
|
|
|
|
public:
|
|
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
|
|
void SetCollisionBoundsFromModel();
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
CNetworkVar( bool, m_bIsPlayerSimulated );
|
|
// Player who is driving my simulation
|
|
CHandle< CBasePlayer > m_hPlayerSimulationOwner;
|
|
#endif
|
|
|
|
int m_fDataObjectTypes;
|
|
|
|
// So it can get at the physics methods
|
|
friend class CCollisionEvent;
|
|
|
|
// Methods shared by client and server
|
|
public:
|
|
void SetSize( const Vector &vecMin, const Vector &vecMax ); // UTIL_SetSize( this, mins, maxs );
|
|
static int PrecacheModel( const char *name, bool bPreload = true );
|
|
static bool PrecacheSound( const char *name );
|
|
static void PrefetchSound( const char *name );
|
|
void Remove( ); // UTIL_Remove( this );
|
|
|
|
private:
|
|
|
|
// This is a random seed used by the networking code to allow client - side prediction code
|
|
// randon number generators to spit out the same random numbers on both sides for a particular
|
|
// usercmd input.
|
|
static int m_nPredictionRandomSeed;
|
|
static int m_nPredictionRandomSeedServer;
|
|
static CBasePlayer *m_pPredictionPlayer;
|
|
|
|
// FIXME: Make hierarchy a member of CBaseEntity
|
|
// or a contained private class...
|
|
friend void UnlinkChild( CBaseEntity *pParent, CBaseEntity *pChild );
|
|
friend void LinkChild( CBaseEntity *pParent, CBaseEntity *pChild );
|
|
friend void ClearParent( CBaseEntity *pEntity );
|
|
friend void UnlinkAllChildren( CBaseEntity *pParent );
|
|
friend void UnlinkFromParent( CBaseEntity *pRemove );
|
|
friend void TransferChildren( CBaseEntity *pOldParent, CBaseEntity *pNewParent );
|
|
|
|
public:
|
|
// Accessors for above
|
|
static int GetPredictionRandomSeed( bool bUseUnSyncedServerPlatTime = false );
|
|
static void SetPredictionRandomSeed( const CUserCmd *cmd );
|
|
static CBasePlayer *GetPredictionPlayer( void );
|
|
static void SetPredictionPlayer( CBasePlayer *player );
|
|
|
|
|
|
// For debugging shared code
|
|
static bool IsServer( void )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
static bool IsClient( void )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
static char const *GetDLLType( void )
|
|
{
|
|
return "server";
|
|
}
|
|
|
|
// Used to access m_vecAbsOrigin during restore when it's unsafe to call GetAbsOrigin.
|
|
friend class CPlayerRestoreHelper;
|
|
|
|
static bool s_bAbsQueriesValid;
|
|
|
|
// Call this when hierarchy is not completely set up (such as during Restore) to throw asserts
|
|
// when people call GetAbsAnything.
|
|
static inline void SetAbsQueriesValid( bool bValid )
|
|
{
|
|
s_bAbsQueriesValid = bValid;
|
|
}
|
|
|
|
static inline bool IsAbsQueriesValid()
|
|
{
|
|
return s_bAbsQueriesValid;
|
|
}
|
|
|
|
virtual bool ShouldBlockNav() const { return true; }
|
|
|
|
virtual bool ShouldForceTransmitsForTeam( int iTeam ) { return false; }
|
|
|
|
void SetTruceValidForEnt( bool bTruceValidForEnt ) { m_bTruceValidForEnt = bTruceValidForEnt; }
|
|
virtual bool IsTruceValidForEnt( void ) const { return m_bTruceValidForEnt; }
|
|
|
|
private:
|
|
CThreadFastMutex m_CalcAbsolutePositionMutex;
|
|
|
|
bool m_bTruceValidForEnt;
|
|
};
|
|
|
|
// Send tables exposed in this module.
|
|
EXTERN_SEND_TABLE(DT_Edict);
|
|
EXTERN_SEND_TABLE(DT_BaseEntity);
|
|
|
|
|
|
|
|
// Ugly technique to override base member functions
|
|
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
|
|
// member function of a base class. static_cast is a sleezy way around that problem.
|
|
|
|
#ifdef _DEBUG
|
|
|
|
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
|
|
#define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
|
|
#define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
|
|
|
|
#else
|
|
|
|
#define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
|
|
#define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
|
|
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
|
|
|
|
#endif
|
|
|
|
// handling entity/edict transforms
|
|
inline CBaseEntity *GetContainingEntity( edict_t *pent )
|
|
{
|
|
if ( pent && pent->GetUnknown() )
|
|
{
|
|
return pent->GetUnknown()->GetBaseEntity();
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Pauses or resumes entity i/o events. When paused, no outputs will
|
|
// fire unless Debug_SetSteps is called with a nonzero step value.
|
|
// Input : bPause - true to pause, false to resume.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::Debug_Pause(bool bPause)
|
|
{
|
|
CBaseEntity::m_bDebugPause = bPause;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if entity i/o is paused, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseEntity::Debug_IsPaused(void)
|
|
{
|
|
return(CBaseEntity::m_bDebugPause);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Decrements the debug step counter. Used when the entity i/o system
|
|
// is in single step mode, this is called every time an output is fired.
|
|
// Output : Returns true on to continue firing outputs, false to stop.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseEntity::Debug_Step(void)
|
|
{
|
|
if (CBaseEntity::m_nDebugSteps > 0)
|
|
{
|
|
CBaseEntity::m_nDebugSteps--;
|
|
}
|
|
return(CBaseEntity::m_nDebugSteps > 0);
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Sets the number of entity outputs to allow to fire before pausing
|
|
// the entity i/o system.
|
|
// Input : nSteps - Number of steps to execute.
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::Debug_SetSteps(int nSteps)
|
|
{
|
|
CBaseEntity::m_nDebugSteps = nSteps;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns true if we should allow outputs to be fired, false if not.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseEntity::Debug_ShouldStep(void)
|
|
{
|
|
return(!CBaseEntity::m_bDebugPause || CBaseEntity::m_nDebugSteps > 0);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to traversing hierarchy
|
|
//-----------------------------------------------------------------------------
|
|
inline CBaseEntity *CBaseEntity::GetMoveParent( void )
|
|
{
|
|
return m_hMoveParent.Get();
|
|
}
|
|
|
|
inline CBaseEntity *CBaseEntity::FirstMoveChild( void )
|
|
{
|
|
return m_hMoveChild.Get();
|
|
}
|
|
|
|
inline CBaseEntity *CBaseEntity::NextMovePeer( void )
|
|
{
|
|
return m_hMovePeer.Get();
|
|
}
|
|
|
|
// FIXME: Remove this! There shouldn't be a difference between moveparent + parent
|
|
inline CBaseEntity* CBaseEntity::GetParent()
|
|
{
|
|
return m_pParent.Get();
|
|
}
|
|
|
|
inline int CBaseEntity::GetParentAttachment()
|
|
{
|
|
return m_iParentAttachment;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline string_t CBaseEntity::GetEntityName()
|
|
{
|
|
return m_iName;
|
|
}
|
|
|
|
inline void CBaseEntity::SetName( string_t newName )
|
|
{
|
|
m_iName = newName;
|
|
}
|
|
|
|
|
|
inline bool CBaseEntity::NameMatches( const char *pszNameOrWildcard )
|
|
{
|
|
if ( IDENT_STRINGS(m_iName, pszNameOrWildcard) )
|
|
return true;
|
|
return NameMatchesComplex( pszNameOrWildcard );
|
|
}
|
|
|
|
inline bool CBaseEntity::NameMatches( string_t nameStr )
|
|
{
|
|
if ( IDENT_STRINGS(m_iName, nameStr) )
|
|
return true;
|
|
return NameMatchesComplex( STRING(nameStr) );
|
|
}
|
|
|
|
inline bool CBaseEntity::ClassMatches( const char *pszClassOrWildcard )
|
|
{
|
|
if ( IDENT_STRINGS(m_iClassname, pszClassOrWildcard ) )
|
|
return true;
|
|
return ClassMatchesComplex( pszClassOrWildcard );
|
|
}
|
|
|
|
inline const char* CBaseEntity::GetClassname()
|
|
{
|
|
return STRING(m_iClassname);
|
|
}
|
|
|
|
|
|
inline bool CBaseEntity::ClassMatches( string_t nameStr )
|
|
{
|
|
if ( IDENT_STRINGS(m_iClassname, nameStr ) )
|
|
return true;
|
|
return ClassMatchesComplex( STRING(nameStr) );
|
|
}
|
|
|
|
inline int CBaseEntity::GetSpawnFlags( void ) const
|
|
{
|
|
return m_spawnflags;
|
|
}
|
|
|
|
inline void CBaseEntity::AddSpawnFlags( int nFlags )
|
|
{
|
|
m_spawnflags |= nFlags;
|
|
}
|
|
inline void CBaseEntity::RemoveSpawnFlags( int nFlags )
|
|
{
|
|
m_spawnflags &= ~nFlags;
|
|
}
|
|
|
|
inline void CBaseEntity::ClearSpawnFlags( void )
|
|
{
|
|
m_spawnflags = 0;
|
|
}
|
|
|
|
inline bool CBaseEntity::HasSpawnFlags( int nFlags ) const
|
|
{
|
|
return (m_spawnflags & nFlags) != 0;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// checks to see if the entity is marked for deletion
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CBaseEntity::IsMarkedForDeletion( void )
|
|
{
|
|
return (m_iEFlags & EFL_KILLME);
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// EFlags
|
|
//-----------------------------------------------------------------------------
|
|
inline int CBaseEntity::GetEFlags() const
|
|
{
|
|
return m_iEFlags;
|
|
}
|
|
|
|
inline void CBaseEntity::SetEFlags( int iEFlags )
|
|
{
|
|
m_iEFlags = iEFlags;
|
|
|
|
if ( iEFlags & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
|
|
{
|
|
DispatchUpdateTransmitState();
|
|
}
|
|
}
|
|
|
|
inline void CBaseEntity::AddEFlags( int nEFlagMask )
|
|
{
|
|
m_iEFlags |= nEFlagMask;
|
|
|
|
if ( nEFlagMask & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
|
|
{
|
|
DispatchUpdateTransmitState();
|
|
}
|
|
}
|
|
|
|
inline void CBaseEntity::RemoveEFlags( int nEFlagMask )
|
|
{
|
|
m_iEFlags &= ~nEFlagMask;
|
|
|
|
if ( nEFlagMask & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
|
|
DispatchUpdateTransmitState();
|
|
}
|
|
|
|
inline bool CBaseEntity::IsEFlagSet( int nEFlagMask ) const
|
|
{
|
|
return (m_iEFlags & nEFlagMask) != 0;
|
|
}
|
|
|
|
inline void CBaseEntity::SetNavIgnore( float duration )
|
|
{
|
|
float flNavIgnoreUntilTime = ( duration == FLT_MAX ) ? FLT_MAX : gpGlobals->curtime + duration;
|
|
if ( flNavIgnoreUntilTime > m_flNavIgnoreUntilTime )
|
|
m_flNavIgnoreUntilTime = flNavIgnoreUntilTime;
|
|
}
|
|
|
|
inline void CBaseEntity::ClearNavIgnore()
|
|
{
|
|
m_flNavIgnoreUntilTime = 0;
|
|
}
|
|
|
|
inline bool CBaseEntity::IsNavIgnored() const
|
|
{
|
|
return ( gpGlobals->curtime <= m_flNavIgnoreUntilTime );
|
|
}
|
|
|
|
inline bool CBaseEntity::GetCheckUntouch() const
|
|
{
|
|
return IsEFlagSet( EFL_CHECK_UNTOUCH );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Network state optimization
|
|
//-----------------------------------------------------------------------------
|
|
inline CBaseCombatCharacter *ToBaseCombatCharacter( CBaseEntity *pEntity )
|
|
{
|
|
if ( !pEntity )
|
|
return NULL;
|
|
|
|
return pEntity->MyCombatCharacterPointer();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Physics state accessor methods
|
|
//-----------------------------------------------------------------------------
|
|
inline const Vector& CBaseEntity::GetLocalOrigin( void ) const
|
|
{
|
|
return m_vecOrigin.Get();
|
|
}
|
|
|
|
inline const QAngle& CBaseEntity::GetLocalAngles( void ) const
|
|
{
|
|
return m_angRotation.Get();
|
|
}
|
|
|
|
inline const Vector& CBaseEntity::GetAbsOrigin( void ) const
|
|
{
|
|
Assert( CBaseEntity::IsAbsQueriesValid() );
|
|
|
|
if (IsEFlagSet(EFL_DIRTY_ABSTRANSFORM))
|
|
{
|
|
const_cast<CBaseEntity*>(this)->CalcAbsolutePosition();
|
|
}
|
|
return m_vecAbsOrigin;
|
|
}
|
|
|
|
inline const QAngle& CBaseEntity::GetAbsAngles( void ) const
|
|
{
|
|
Assert( CBaseEntity::IsAbsQueriesValid() );
|
|
|
|
if (IsEFlagSet(EFL_DIRTY_ABSTRANSFORM))
|
|
{
|
|
const_cast<CBaseEntity*>(this)->CalcAbsolutePosition();
|
|
}
|
|
return m_angAbsRotation;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Returns the entity-to-world transform
|
|
//-----------------------------------------------------------------------------
|
|
inline matrix3x4_t &CBaseEntity::EntityToWorldTransform()
|
|
{
|
|
Assert( CBaseEntity::IsAbsQueriesValid() );
|
|
|
|
if (IsEFlagSet(EFL_DIRTY_ABSTRANSFORM))
|
|
{
|
|
CalcAbsolutePosition();
|
|
}
|
|
return m_rgflCoordinateFrame;
|
|
}
|
|
|
|
inline const matrix3x4_t &CBaseEntity::EntityToWorldTransform() const
|
|
{
|
|
Assert( CBaseEntity::IsAbsQueriesValid() );
|
|
|
|
if (IsEFlagSet(EFL_DIRTY_ABSTRANSFORM))
|
|
{
|
|
const_cast<CBaseEntity*>(this)->CalcAbsolutePosition();
|
|
}
|
|
return m_rgflCoordinateFrame;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Some helper methods that transform a point from entity space to world space + back
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::EntityToWorldSpace( const Vector &in, Vector *pOut ) const
|
|
{
|
|
if ( GetAbsAngles() == vec3_angle )
|
|
{
|
|
VectorAdd( in, GetAbsOrigin(), *pOut );
|
|
}
|
|
else
|
|
{
|
|
VectorTransform( in, EntityToWorldTransform(), *pOut );
|
|
}
|
|
}
|
|
|
|
inline void CBaseEntity::WorldToEntitySpace( const Vector &in, Vector *pOut ) const
|
|
{
|
|
if ( GetAbsAngles() == vec3_angle )
|
|
{
|
|
VectorSubtract( in, GetAbsOrigin(), *pOut );
|
|
}
|
|
else
|
|
{
|
|
VectorITransform( in, EntityToWorldTransform(), *pOut );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Velocity
|
|
//-----------------------------------------------------------------------------
|
|
inline Vector CBaseEntity::GetSmoothedVelocity( void )
|
|
{
|
|
Vector vel;
|
|
GetVelocity( &vel, NULL );
|
|
return vel;
|
|
}
|
|
|
|
inline const Vector &CBaseEntity::GetLocalVelocity( ) const
|
|
{
|
|
return m_vecVelocity.Get();
|
|
}
|
|
|
|
inline const Vector &CBaseEntity::GetAbsVelocity( ) const
|
|
{
|
|
Assert( CBaseEntity::IsAbsQueriesValid() );
|
|
|
|
if (IsEFlagSet(EFL_DIRTY_ABSVELOCITY))
|
|
{
|
|
const_cast<CBaseEntity*>(this)->CalcAbsoluteVelocity();
|
|
}
|
|
return m_vecAbsVelocity;
|
|
}
|
|
|
|
inline const QAngle &CBaseEntity::GetLocalAngularVelocity( ) const
|
|
{
|
|
return m_vecAngVelocity;
|
|
}
|
|
|
|
/*
|
|
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
|
|
// representation, we can't actually solve this problem
|
|
inline const QAngle &CBaseEntity::GetAbsAngularVelocity( ) const
|
|
{
|
|
if (IsEFlagSet(EFL_DIRTY_ABSANGVELOCITY))
|
|
{
|
|
const_cast<CBaseEntity*>(this)->CalcAbsoluteAngularVelocity();
|
|
}
|
|
|
|
return m_vecAbsAngVelocity;
|
|
}
|
|
*/
|
|
|
|
inline const Vector& CBaseEntity::GetBaseVelocity() const
|
|
{
|
|
return m_vecBaseVelocity.Get();
|
|
}
|
|
|
|
inline void CBaseEntity::SetBaseVelocity( const Vector& v )
|
|
{
|
|
m_vecBaseVelocity = v;
|
|
}
|
|
|
|
inline float CBaseEntity::GetGravity( void ) const
|
|
{
|
|
return m_flGravity;
|
|
}
|
|
|
|
inline void CBaseEntity::SetGravity( float gravity )
|
|
{
|
|
m_flGravity = gravity;
|
|
}
|
|
|
|
inline float CBaseEntity::GetFriction( void ) const
|
|
{
|
|
return m_flFriction;
|
|
}
|
|
|
|
inline void CBaseEntity::SetFriction( float flFriction )
|
|
{
|
|
m_flFriction = flFriction;
|
|
}
|
|
|
|
inline void CBaseEntity::SetElasticity( float flElasticity )
|
|
{
|
|
m_flElasticity = flElasticity;
|
|
}
|
|
|
|
inline float CBaseEntity::GetElasticity( void ) const
|
|
{
|
|
return m_flElasticity;
|
|
}
|
|
|
|
inline void CBaseEntity::SetShadowCastDistance( float flDistance )
|
|
{
|
|
m_flShadowCastDistance = flDistance;
|
|
}
|
|
|
|
inline float CBaseEntity::GetShadowCastDistance( void ) const
|
|
{
|
|
return m_flShadowCastDistance;
|
|
}
|
|
|
|
inline float CBaseEntity::GetLocalTime( void ) const
|
|
{
|
|
return m_flLocalTime;
|
|
}
|
|
|
|
inline void CBaseEntity::IncrementLocalTime( float flTimeDelta )
|
|
{
|
|
m_flLocalTime += flTimeDelta;
|
|
}
|
|
|
|
inline float CBaseEntity::GetMoveDoneTime( ) const
|
|
{
|
|
return (m_flMoveDoneTime >= 0) ? m_flMoveDoneTime - GetLocalTime() : -1;
|
|
}
|
|
|
|
inline CBaseEntity *CBaseEntity::Instance( const edict_t *pent )
|
|
{
|
|
return GetContainingEntity( const_cast<edict_t*>(pent) );
|
|
}
|
|
|
|
inline CBaseEntity *CBaseEntity::Instance( edict_t *pent )
|
|
{
|
|
if ( !pent )
|
|
{
|
|
pent = INDEXENT(0);
|
|
}
|
|
return GetContainingEntity( pent );
|
|
}
|
|
|
|
inline CBaseEntity* CBaseEntity::Instance( int iEnt )
|
|
{
|
|
return Instance( INDEXENT( iEnt ) );
|
|
}
|
|
|
|
inline int CBaseEntity::GetWaterLevel() const
|
|
{
|
|
return m_nWaterLevel;
|
|
}
|
|
|
|
inline void CBaseEntity::SetWaterLevel( int nLevel )
|
|
{
|
|
m_nWaterLevel = nLevel;
|
|
}
|
|
|
|
inline const color32 CBaseEntity::GetRenderColor() const
|
|
{
|
|
return m_clrRender.Get();
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColor( byte r, byte g, byte b )
|
|
{
|
|
m_clrRender.Init( r, g, b );
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColor( byte r, byte g, byte b, byte a )
|
|
{
|
|
m_clrRender.Init( r, g, b, a );
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColorR( byte r )
|
|
{
|
|
m_clrRender.SetR( r );
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColorG( byte g )
|
|
{
|
|
m_clrRender.SetG( g );
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColorB( byte b )
|
|
{
|
|
m_clrRender.SetB( b );
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderColorA( byte a )
|
|
{
|
|
m_clrRender.SetA( a );
|
|
}
|
|
|
|
inline void CBaseEntity::SetMoveCollide( MoveCollide_t val )
|
|
{
|
|
m_MoveCollide = val;
|
|
}
|
|
|
|
inline bool CBaseEntity::IsTransparent() const
|
|
{
|
|
return m_nRenderMode != kRenderNormal;
|
|
}
|
|
|
|
inline int CBaseEntity::GetTextureFrameIndex( void )
|
|
{
|
|
return m_iTextureFrameIndex;
|
|
}
|
|
|
|
inline void CBaseEntity::SetTextureFrameIndex( int iIndex )
|
|
{
|
|
m_iTextureFrameIndex = iIndex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// An inline version the game code can use
|
|
//-----------------------------------------------------------------------------
|
|
inline CCollisionProperty *CBaseEntity::CollisionProp()
|
|
{
|
|
return &m_Collision;
|
|
}
|
|
|
|
inline const CCollisionProperty *CBaseEntity::CollisionProp() const
|
|
{
|
|
return &m_Collision;
|
|
}
|
|
|
|
inline CServerNetworkProperty *CBaseEntity::NetworkProp()
|
|
{
|
|
return &m_Network;
|
|
}
|
|
|
|
inline const CServerNetworkProperty *CBaseEntity::NetworkProp() const
|
|
{
|
|
return &m_Network;
|
|
}
|
|
|
|
inline void CBaseEntity::ClearSolidFlags( void )
|
|
{
|
|
CollisionProp()->ClearSolidFlags();
|
|
}
|
|
|
|
inline void CBaseEntity::RemoveSolidFlags( int flags )
|
|
{
|
|
CollisionProp()->RemoveSolidFlags( flags );
|
|
}
|
|
|
|
inline void CBaseEntity::AddSolidFlags( int flags )
|
|
{
|
|
CollisionProp()->AddSolidFlags( flags );
|
|
}
|
|
|
|
inline int CBaseEntity::GetSolidFlags( void ) const
|
|
{
|
|
return CollisionProp()->GetSolidFlags();
|
|
}
|
|
|
|
inline bool CBaseEntity::IsSolidFlagSet( int flagMask ) const
|
|
{
|
|
return CollisionProp()->IsSolidFlagSet( flagMask );
|
|
}
|
|
|
|
inline bool CBaseEntity::IsSolid() const
|
|
{
|
|
return CollisionProp()->IsSolid( );
|
|
}
|
|
|
|
inline void CBaseEntity::SetSolid( SolidType_t val )
|
|
{
|
|
CollisionProp()->SetSolid( val );
|
|
}
|
|
|
|
inline void CBaseEntity::SetSolidFlags( int flags )
|
|
{
|
|
CollisionProp()->SetSolidFlags( flags );
|
|
}
|
|
|
|
inline SolidType_t CBaseEntity::GetSolid() const
|
|
{
|
|
return CollisionProp()->GetSolid();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods related to IServerUnknown
|
|
//-----------------------------------------------------------------------------
|
|
inline ICollideable *CBaseEntity::GetCollideable()
|
|
{
|
|
return &m_Collision;
|
|
}
|
|
|
|
inline IServerNetworkable *CBaseEntity::GetNetworkable()
|
|
{
|
|
return &m_Network;
|
|
}
|
|
|
|
inline CBaseEntity *CBaseEntity::GetBaseEntity()
|
|
{
|
|
return this;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Model related methods
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::SetModelName( string_t name )
|
|
{
|
|
m_ModelName = name;
|
|
DispatchUpdateTransmitState();
|
|
}
|
|
|
|
inline string_t CBaseEntity::GetModelName( void ) const
|
|
{
|
|
return m_ModelName;
|
|
}
|
|
|
|
inline int CBaseEntity::GetModelIndex( void ) const
|
|
{
|
|
return m_nModelIndex;
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to bounds
|
|
//-----------------------------------------------------------------------------
|
|
inline const Vector& CBaseEntity::WorldAlignMins( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBMins();
|
|
}
|
|
|
|
inline const Vector& CBaseEntity::WorldAlignMaxs( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBMaxs();
|
|
}
|
|
|
|
inline const Vector& CBaseEntity::WorldAlignSize( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBSize();
|
|
}
|
|
|
|
// Returns a radius of a sphere *centered at the world space center*
|
|
// bounding the collision representation of the entity
|
|
inline float CBaseEntity::BoundingRadius() const
|
|
{
|
|
return CollisionProp()->BoundingRadius();
|
|
}
|
|
|
|
inline bool CBaseEntity::IsPointSized() const
|
|
{
|
|
return CollisionProp()->BoundingRadius() == 0.0f;
|
|
}
|
|
|
|
inline void CBaseEntity::SetRenderMode( RenderMode_t nRenderMode )
|
|
{
|
|
m_nRenderMode = nRenderMode;
|
|
}
|
|
|
|
inline RenderMode_t CBaseEntity::GetRenderMode() const
|
|
{
|
|
return (RenderMode_t)m_nRenderMode.Get();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods to cast away const
|
|
//-----------------------------------------------------------------------------
|
|
inline Vector CBaseEntity::EyePosition( void ) const
|
|
{
|
|
return const_cast<CBaseEntity*>(this)->EyePosition();
|
|
}
|
|
|
|
inline const QAngle &CBaseEntity::EyeAngles( void ) const // Direction of eyes in world space
|
|
{
|
|
return const_cast<CBaseEntity*>(this)->EyeAngles();
|
|
}
|
|
|
|
inline const QAngle &CBaseEntity::LocalEyeAngles( void ) const // Direction of eyes
|
|
{
|
|
return const_cast<CBaseEntity*>(this)->LocalEyeAngles();
|
|
}
|
|
|
|
inline Vector CBaseEntity::EarPosition( void ) const // position of ears
|
|
{
|
|
return const_cast<CBaseEntity*>(this)->EarPosition();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to networking
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::NetworkStateChanged()
|
|
{
|
|
NetworkProp()->NetworkStateChanged();
|
|
}
|
|
|
|
|
|
inline void CBaseEntity::NetworkStateChanged( void *pVar )
|
|
{
|
|
// Make sure it's a semi-reasonable pointer.
|
|
Assert( (char*)pVar > (char*)this );
|
|
Assert( (char*)pVar - (char*)this < 32768 );
|
|
|
|
// Good, they passed an offset so we can track this variable's change
|
|
// and avoid sending the whole entity.
|
|
NetworkProp()->NetworkStateChanged( (char*)pVar - (char*)this );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// IHandleEntity overrides.
|
|
//-----------------------------------------------------------------------------
|
|
inline const CBaseHandle& CBaseEntity::GetRefEHandle() const
|
|
{
|
|
return m_RefEHandle;
|
|
}
|
|
|
|
inline void CBaseEntity::IncrementTransmitStateOwnedCounter()
|
|
{
|
|
Assert( m_nTransmitStateOwnedCounter != 255 );
|
|
m_nTransmitStateOwnedCounter++;
|
|
}
|
|
|
|
inline void CBaseEntity::DecrementTransmitStateOwnedCounter()
|
|
{
|
|
Assert( m_nTransmitStateOwnedCounter != 0 );
|
|
m_nTransmitStateOwnedCounter--;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Bullet firing (legacy)...
|
|
//-----------------------------------------------------------------------------
|
|
inline void CBaseEntity::FireBullets( int cShots, const Vector &vecSrc,
|
|
const Vector &vecDirShooting, const Vector &vecSpread, float flDistance,
|
|
int iAmmoType, int iTracerFreq, int firingEntID, int attachmentID,
|
|
int iDamage, CBaseEntity *pAttacker, bool bFirstShotAccurate, bool bPrimaryAttack )
|
|
{
|
|
FireBulletsInfo_t info;
|
|
info.m_iShots = cShots;
|
|
info.m_vecSrc = vecSrc;
|
|
info.m_vecDirShooting = vecDirShooting;
|
|
info.m_vecSpread = vecSpread;
|
|
info.m_flDistance = flDistance;
|
|
info.m_iAmmoType = iAmmoType;
|
|
info.m_iTracerFreq = iTracerFreq;
|
|
info.m_flDamage = iDamage;
|
|
info.m_pAttacker = pAttacker;
|
|
info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0;
|
|
info.m_bPrimaryAttack = bPrimaryAttack;
|
|
|
|
FireBullets( info );
|
|
}
|
|
|
|
// Ugly technique to override base member functions
|
|
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
|
|
// member function of a base class. static_cast is a sleezy way around that problem.
|
|
|
|
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), 0, NULL )
|
|
#define SetContextThink( a, b, context ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), (b), context )
|
|
|
|
#ifdef _DEBUG
|
|
#define SetMoveDone( a ) \
|
|
do \
|
|
{ \
|
|
m_pfnMoveDone = static_cast <void (CBaseEntity::*)(void)> (a); \
|
|
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnMoveDone)))), "BaseMoveFunc" ); \
|
|
} while ( 0 )
|
|
#else
|
|
#define SetMoveDone( a ) \
|
|
(void)(m_pfnMoveDone = static_cast <void (CBaseEntity::*)(void)> (a))
|
|
#endif
|
|
|
|
|
|
inline bool FClassnameIs(CBaseEntity *pEntity, const char *szClassname)
|
|
{
|
|
return pEntity->ClassMatches(szClassname);
|
|
}
|
|
|
|
class CPointEntity : public CBaseEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CPointEntity, CBaseEntity );
|
|
|
|
void Spawn( void );
|
|
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
|
virtual bool KeyValue( const char *szKeyName, const char *szValue );
|
|
private:
|
|
};
|
|
|
|
// Has a position + size
|
|
class CServerOnlyEntity : public CBaseEntity
|
|
{
|
|
DECLARE_CLASS( CServerOnlyEntity, CBaseEntity );
|
|
public:
|
|
CServerOnlyEntity() : CBaseEntity( true ) {}
|
|
|
|
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
|
};
|
|
|
|
// Has only a position, no size
|
|
class CServerOnlyPointEntity : public CServerOnlyEntity
|
|
{
|
|
DECLARE_CLASS( CServerOnlyPointEntity, CServerOnlyEntity );
|
|
|
|
public:
|
|
virtual bool KeyValue( const char *szKeyName, const char *szValue );
|
|
};
|
|
|
|
// Has no position or size
|
|
class CLogicalEntity : public CServerOnlyEntity
|
|
{
|
|
DECLARE_CLASS( CLogicalEntity, CServerOnlyEntity );
|
|
|
|
public:
|
|
virtual bool KeyValue( const char *szKeyName, const char *szValue );
|
|
};
|
|
|
|
|
|
// Network proxy functions
|
|
|
|
void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
|
|
void SendProxy_OriginXY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
|
|
void SendProxy_OriginZ( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID );
|
|
|
|
|
|
#endif // BASEENTITY_H
|