/* * * 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. * */ #ifndef BMODELS_H #define BMODELS_H #ifdef _WIN32 #pragma once #endif #define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing. #define SF_BRUSH_ACCDCC 16 // brush should accelerate and decelerate when toggled #define SF_BRUSH_HURT 32 // rotating brush that inflicts pain based on rotation speed #define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid. #define SF_WALL_START_OFF 0x0001 #define SF_CONVEYOR_VISUAL 0x0001 #define SF_CONVEYOR_NOTSOLID 0x0002 #define SF_WORLD_DARK 0x0001 // Fade from black at startup #define SF_WORLD_TITLE 0x0002 // Display game title at startup #define SF_WORLD_FORCETEAM 0x0004 // Force teams #define FANPITCHMIN 30 #define FANPITCHMAX 100 // 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(); // Bmodels don't go across transitions virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef HOOK_GAMEDLL void Spawn_(); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif }; class CFuncWallToggle: public CFuncWall { public: virtual void Spawn(); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef HOOK_GAMEDLL void Spawn_(); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif public: void TurnOff(); void TurnOn(); BOOL IsOn(); }; class CFuncConveyor: public CFuncWall { public: virtual void Spawn(); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef HOOK_GAMEDLL void Spawn_(); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif public: void UpdateSpeed(float speed); }; // A simple entity that looks solid but lets you walk through it. class CFuncIllusionary: public CBaseToggle { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } #ifdef HOOK_GAMEDLL void Spawn_(); void KeyValue_(KeyValueData *pkvd); #endif public: void EXPORT SloshTouch(CBaseEntity *pOther); }; // 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(); // Clear out func_wall's use function virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) {} #ifdef HOOK_GAMEDLL void Spawn_(); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif }; class CFuncRotating: public CBaseEntity { public: // basic functions 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 Blocked(CBaseEntity *pOther); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void Blocked_(CBaseEntity *pOther); #endif public: void EXPORT SpinUp(); void EXPORT SpinDown(); void EXPORT HurtTouch(CBaseEntity *pOther); void EXPORT RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void EXPORT Rotate(); void RampPitchVol(int fUp); public: static TYPEDESCRIPTION IMPL(m_SaveData)[5]; float m_flFanFriction; float m_flAttenuation; float m_flVolume; float m_pitch; int m_sounds; }; class CPendulum: public CBaseEntity { public: virtual void Spawn(); 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 Touch(CBaseEntity *pOther); virtual void Blocked(CBaseEntity *pOther); #ifdef HOOK_GAMEDLL void Spawn_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); void Touch_(CBaseEntity *pOther); void Blocked_(CBaseEntity *pOther); #endif public: void EXPORT Swing(); void EXPORT PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); void EXPORT Stop(); // this touch func makes the pendulum a rope void EXPORT RopeTouch(CBaseEntity *pOther); public: static TYPEDESCRIPTION IMPL(m_SaveData)[8]; 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; }; Vector VecBModelOrigin(entvars_t *pevBModel); #endif // BMODELS_H