ReGameDLL_CS/regamedll/dlls/effects.h

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2019-09-23 00:09:58 +03:00
/*
*
* 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
#define SF_SPRITE_STARTON BIT(0)
#define SF_SPRITE_ONCE BIT(1)
#define SF_SPRITE_TEMPORARY BIT(15)
class CSprite: public CPointEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Restart();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps()
{
int flags = 0;
if (pev->spawnflags & SF_SPRITE_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void EXPORT AnimateThink();
void EXPORT ExpandThink();
void Animate(float frames);
void Expand(float scaleSpeed, float fadeSpeed);
void SpriteInit(const char *pSpriteName, const Vector &origin);
void SetAttachment(edict_t *pEntity, int attachment)
{
if (pEntity)
{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
void TurnOff();
void TurnOn();
float Frames() const { return m_maxFrame; }
void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
void SetScale(float scale) { pev->scale = scale; }
void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
void SetBrightness(int brightness) { pev->renderamt = brightness; }
void AnimateAndDie(real_t framerate)
{
SetThink(&CSprite::AnimateUntilDead);
pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
}
void EXPORT AnimateUntilDead();
static CSprite *SpriteCreate(const char *pSpriteName, const Vector &origin, BOOL animate);
static TYPEDESCRIPTION m_SaveData[];
private:
float m_lastTime;
float m_maxFrame;
};
#define SF_BEAM_STARTON BIT(0)
#define SF_BEAM_TOGGLE BIT(1)
#define SF_BEAM_RANDOM BIT(2)
#define SF_BEAM_RING BIT(3)
#define SF_BEAM_SPARKSTART BIT(4)
#define SF_BEAM_SPARKEND BIT(5)
#define SF_BEAM_DECALS BIT(6)
#define SF_BEAM_SHADEIN BIT(7)
#define SF_BEAM_SHADEOUT BIT(8)
#define SF_BEAM_TEMPORARY BIT(15)
class CBeam: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual int ObjectCaps()
{
int flags = 0;
if (pev->spawnflags & SF_BEAM_TEMPORARY)
flags = FCAP_DONT_SAVE;
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
}
virtual Vector Center() { return (GetStartPos() + GetEndPos()) * 0.5f; }
public:
void EXPORT TriggerTouch(CBaseEntity *pOther);
void SetType(int type) { pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F); }
void SetFlags(int flags) { pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0); }
void SetStartPos(const Vector &pos) { pev->origin = pos; }
void SetEndPos(const Vector &pos) { pev->angles = pos; }
void SetStartEntity(int entityIndex);
void SetEndEntity(int entityIndex);
void SetStartAttachment(int attachment) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12); }
void SetEndAttachment(int attachment) { pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12); }
void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
void SetWidth(int width) { pev->scale = width; }
void SetNoise(int amplitude) { pev->body = amplitude; }
void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
void SetBrightness(int brightness) { pev->renderamt = brightness; }
void SetFrame(float frame) { pev->frame = frame; }
void SetScrollRate(int speed) { pev->animtime = speed; }
int GetType() const { return pev->rendermode & 0x0F; }
int GetFlags() const { return pev->rendermode & 0xF0; }
int GetStartEntity() const { return pev->sequence & 0xFFF; }
int GetEndEntity() const { return pev->skin & 0xFFF; }
const Vector &GetStartPos();
const Vector &GetEndPos();
int GetTexture() const { return pev->modelindex; }
int GetWidth() const { return pev->scale; }
int GetNoise() const { return pev->body; }
int GetBrightness() const { return pev->renderamt; }
int GetFrame() const { return pev->frame; }
int GetScrollRate() const { return pev->animtime; }
void RelinkBeam();
void DoSparks(const Vector &start, const Vector &end);
CBaseEntity *RandomTargetname(const char *szName);
void BeamDamage(TraceResult *ptr);
void BeamInit(const char *pSpriteName, int width);
void PointsInit(const Vector &start, const Vector &end);
void PointEntInit(const Vector &start, int endIndex);
void EntsInit(int startIndex, int endIndex);
void HoseInit(const Vector &start, const Vector &direction);
static CBeam *BeamCreate(const char *pSpriteName, int width);
void LiveForTime(float time)
{
SetThink(&CBeam::SUB_Remove);
pev->nextthink = gpGlobals->time + time;
}
void BeamDamageInstant(TraceResult *ptr, float damage)
{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
BeamDamage(ptr);
}
};
class CLaser: public CBeam
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
void TurnOn();
void TurnOff();
int IsOn();
void FireAtPoint(TraceResult &point);
void EXPORT StrikeThink();
public:
static TYPEDESCRIPTION m_SaveData[];
CSprite *m_pSprite;
string_t m_iszSpriteName;
Vector m_firePosition;
};
#define SF_BUBBLES_STARTOFF BIT(0)
class CBubbling: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void EXPORT FizzThink();
public:
static TYPEDESCRIPTION m_SaveData[];
int m_density;
int m_frequency;
int m_bubbleModel;
int m_state;
};
class CLightning: public CBeam
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Activate();
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
void EXPORT StrikeThink();
void EXPORT DamageThink();
void RandomArea();
void RandomPoint(Vector &vecSrc);
void Zap(const Vector &vecSrc, const Vector &vecDest);
void EXPORT StrikeUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
inline BOOL ServerSide() const
{
if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
return TRUE;
return FALSE;
}
void BeamUpdateVars();
public:
static TYPEDESCRIPTION m_SaveData[];
BOOL m_active;
int m_iszStartEntity;
int m_iszEndEntity;
float m_life;
int m_boltWidth;
int m_noiseAmplitude;
int m_brightness;
int m_speed;
float m_restrike;
int m_spriteTexture;
int m_iszSpriteName;
int m_frameStart;
float m_radius;
};
class CGlow: public CPointEntity
{
public:
virtual void Spawn();
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Think();
void Animate(float frames);
public:
static TYPEDESCRIPTION m_SaveData[];
float m_lastTime;
float m_maxFrame;
};
class CBombGlow: public CSprite
{
public:
virtual void Spawn();
virtual void Think();
public:
float m_lastTime;
float m_tmBeepPeriod;
bool m_bSetModel;
};
#define SF_GIBSHOOTER_REPEATABLE BIT(0) // Allows a gibshooter to be refired
class CGibShooter: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual CGib *CreateGib();
public:
void EXPORT ShootThink();
public:
static TYPEDESCRIPTION m_SaveData[];
int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
};
class CEnvShooter: public CGibShooter
{
public:
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual CGib *CreateGib();
};
const int MAX_BEAM = 24;
class CTestEffect: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void EXPORT TestThink();
public:
int m_iLoop;
int m_iBeam;
CBeam *m_pBeam[MAX_BEAM];
float m_flBeamTime[MAX_BEAM];
float m_flStartTime;
};
#define SF_BLOOD_RANDOM BIT(0)
#define SF_BLOOD_STREAM BIT(1)
#define SF_BLOOD_PLAYER BIT(2)
#define SF_BLOOD_DECAL BIT(3)
class CBlood: public CPointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
int Color() const { return pev->impulse; }
float BloodAmount() const { return pev->dmg; }
void SetColor(int color) { pev->impulse = color; }
void SetBloodAmount(float amount) { pev->dmg = amount; }
public:
Vector Direction();
Vector BloodPosition(CBaseEntity *pActivator);
};
#define SF_SHAKE_EVERYONE BIT(0) // Don't check radius
#define SF_SHAKE_DISRUPT BIT(1) // Disrupt controls
#define SF_SHAKE_INAIR BIT(2) // Shake players in air
class CShake: public CPointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
float Amplitude() const { return pev->scale; }
float Frequency() const { return pev->dmg_save; }
float Duration() const { return pev->dmg_take; }
float Radius() const { return pev->dmg; }
void SetAmplitude(float amplitude) { pev->scale = amplitude; }
void SetFrequency(float frequency) { pev->dmg_save = frequency; }
void SetDuration(float duration) { pev->dmg_take = duration; }
void SetRadius(float radius) { pev->dmg = radius; }
};
#define SF_FADE_IN BIT(0) // Fade in, not out
#define SF_FADE_MODULATE BIT(1) // Modulate, don't blend
#define SF_FADE_ONLYONE BIT(2)
class CFade: public CPointEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
float Duration() const { return pev->dmg_take; }
float HoldTime() const { return pev->dmg_save; }
void SetDuration(float duration) { pev->dmg_take = duration; }
void SetHoldTime(float hold) { pev->dmg_save = hold; }
};
#define SF_MESSAGE_ONCE BIT(0) // Fade in, not out
#define SF_MESSAGE_ALL BIT(1) // Send to all clients
class CMessage: public CPointEntity
{
public:
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
#define SF_FUNNEL_REVERSE BIT(0) // Funnel effect repels particles instead of attracting them
class CEnvFunnel: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
int m_iSprite;
};
class CEnvBeverage: public CBaseDelay
{
public:
virtual void Spawn();
virtual void Precache();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
class CItemSoda: public CBaseEntity
{
public:
virtual void Spawn();
virtual void Precache();
public:
void EXPORT CanThink();
void EXPORT CanTouch(CBaseEntity *pOther);
};
// Multiplayer intermission spots.
class CInfoIntermission: public CPointEntity
{
public:
virtual void Spawn();
virtual void Think();
};
int IsPointEntity(CBaseEntity *pEnt);