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CSSDK/dlls/bmodels.h
2017-09-24 22:39:11 +07:00

150 lines
4.9 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
// This is just a solid wall if not inhibited
class CFuncWall: public CBaseEntity {
public:
virtual void Spawn() = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_WALL_TOOGLE_START_OFF BIT(0)
#define SF_WALL_TOOGLE_NOTSOLID BIT(3)
class CFuncWallToggle: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_CONVEYOR_VISUAL BIT(0)
#define SF_CONVEYOR_NOTSOLID BIT(1)
class CFuncConveyor: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// A simple entity that looks solid but lets you walk through it.
class CFuncIllusionary: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int ObjectCaps() = 0;
};
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
class CFuncMonsterClip: public CFuncWall {
public:
virtual void Spawn() = 0;
// Clear out func_wall's use function
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
#define SF_BRUSH_ROTATE_START_ON BIT(0)
#define SF_BRUSH_ROTATE_BACKWARDS BIT(1)
#define SF_BRUSH_ROTATE_Z_AXIS BIT(2)
#define SF_BRUSH_ROTATE_X_AXIS BIT(3)
#define SF_BRUSH_ACCDCC BIT(4) // brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT BIT(5) // rotating brush that inflicts pain based on rotation speed
#define SF_BRUSH_ROTATE_NOT_SOLID BIT(6) // some special rotating objects are not solid.
#define SF_BRUSH_ROTATE_SMALLRADIUS BIT(7)
#define SF_BRUSH_ROTATE_MEDIUMRADIUS BIT(8)
#define SF_BRUSH_ROTATE_LARGERADIUS BIT(9)
const int MAX_FANPITCH = 100;
const int MIN_FANPITCH = 30;
class CFuncRotating: public CBaseEntity {
public:
// basic functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
Vector m_angles;
};
#define SF_PENDULUM_START_ON BIT(0)
#define SF_PENDULUM_SWING BIT(1) // spawnflag that makes a pendulum a rope swing
#define SF_PENDULUM_PASSABLE BIT(3)
#define SF_PENDULUM_AUTO_RETURN BIT(4)
class CPendulum: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_accel; // Acceleration
float m_distance;
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
Vector m_center;
Vector m_start;
};