/* * * 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 CBASE_H #define CBASE_H #ifdef _WIN32 #pragma once #endif #include "saverestore.h" #include "schedule.h" #include "monsterevent.h" #undef CREATE_NAMED_ENTITY #undef REMOVE_ENTITY // These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions) #define FCAP_CUSTOMSAVE 0x00000001 #define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions #define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore #define FCAP_DONT_SAVE 0x80000000 // Don't save this #define FCAP_IMPULSE_USE 0x00000008 // can be used by the player #define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player #define FCAP_ONOFF_USE 0x00000020 // can be used by the player #define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains) #define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource) #define FCAP_MUST_RESET 0x00000100 // should reset on the new round #define FCAP_MUST_RELEASE 0x00000200 // should release on the new round // UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! #define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions #define SetThink(a)\ m_pfnThink = static_cast(a) #define SetTouch(a)\ m_pfnTouch = static_cast(a) #define SetUse(a)\ m_pfnUse = static_cast(a) #define SetBlocked(a)\ m_pfnBlocked = static_cast(a) #define SetMoveDone(a)\ m_pfnCallWhenMoveDone = static_cast(a) // for Classify #define CLASS_NONE 0 #define CLASS_MACHINE 1 #define CLASS_PLAYER 2 #define CLASS_HUMAN_PASSIVE 3 #define CLASS_HUMAN_MILITARY 4 #define CLASS_ALIEN_MILITARY 5 #define CLASS_ALIEN_PASSIVE 6 #define CLASS_ALIEN_MONSTER 7 #define CLASS_ALIEN_PREY 8 #define CLASS_ALIEN_PREDATOR 9 #define CLASS_INSECT 10 #define CLASS_PLAYER_ALLY 11 #define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players #define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace #define CLASS_VEHICLE 14 #define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures. #define ROUTE_SIZE 8 #define MAX_OLD_ENEMIES 4 #define bits_CAP_DUCK (1<<0) #define bits_CAP_JUMP (1<<1) #define bits_CAP_STRAFE (1<<2) #define bits_CAP_SQUAD (1<<3) #define bits_CAP_SWIM (1<<4) #define bits_CAP_CLIMB (1<<5) #define bits_CAP_USE (1<<6) #define bits_CAP_HEAR (1<<7) #define bits_CAP_AUTO_DOORS (1<<8) #define bits_CAP_OPEN_DOORS (1<<9) #define bits_CAP_TURN_HEAD (1<<10) #define bits_CAP_RANGE_ATTACK1 (1<<11) #define bits_CAP_RANGE_ATTACK2 (1<<12) #define bits_CAP_MELEE_ATTACK1 (1<<13) #define bits_CAP_MELEE_ATTACK2 (1<<14) #define bits_CAP_FLY (1<<15) #define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS) #define SF_NORESPAWN (1<<30) // set this bit on guns and stuff that should never respawn. #define DMG_GENERIC 0 // generic damage was done #define DMG_CRUSH (1<<0) // crushed by falling or moving object #define DMG_BULLET (1<<1) // shot #define DMG_SLASH (1<<2) // cut, clawed, stabbed #define DMG_BURN (1<<3) // heat burned #define DMG_FREEZE (1<<4) // frozen #define DMG_FALL (1<<5) // fell too far #define DMG_BLAST (1<<6) // explosive blast damage #define DMG_CLUB (1<<7) // crowbar, punch, headbutt #define DMG_SHOCK (1<<8) // electric shock #define DMG_SONIC (1<<9) // sound pulse shockwave #define DMG_ENERGYBEAM (1<<10) // laser or other high energy beam #define DMG_NEVERGIB (1<<12) // with this bit OR'd in, no damage type will be able to gib victims upon death #define DMG_ALWAYSGIB (1<<13) // with this bit OR'd in, any damage type can be made to gib victims upon death #define DMG_DROWN (1<<14) // Drowning // time-based damage #define DMG_TIMEBASED (~(0x3FFF)) // mask for time-based damage #define DMG_PARALYZE (1<<15) // slows affected creature down #define DMG_NERVEGAS (1<<16) // nerve toxins, very bad #define DMG_POISON (1<<17) // blood poisioning #define DMG_RADIATION (1<<18) // radiation exposure #define DMG_DROWNRECOVER (1<<19) // drowning recovery #define DMG_ACID (1<<20) // toxic chemicals or acid burns #define DMG_SLOWBURN (1<<21) // in an oven #define DMG_SLOWFREEZE (1<<22) // in a subzero freezer #define DMG_MORTAR (1<<23) // Hit by air raid (done to distinguish grenade from mortar) #define DMG_EXPLOSION (1<<24) // these are the damage types that are allowed to gib corpses #define DMG_GIB_CORPSE (DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB) // these are the damage types that have client hud art #define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK) #define AIRTIME 12 // lung full of air lasts this many seconds #define PARALYZE_DURATION 2 // number of 2 second intervals to take damage #define PARALYZE_DAMAGE 1.0f // damage to take each 2 second interval #define NERVEGAS_DURATION 2 #define NERVEGAS_DAMAGE 5.0f #define POISON_DURATION 5 #define POISON_DAMAGE 2.0f #define RADIATION_DURATION 2 #define RADIATION_DAMAGE 1.0f #define ACID_DURATION 2 #define ACID_DAMAGE 5.0f #define SLOWBURN_DURATION 2 #define SLOWBURN_DAMAGE 1.0f #define SLOWFREEZE_DURATION 2 #define SLOWFREEZE_DAMAGE 1.0f #define itbd_Paralyze 0 #define itbd_NerveGas 1 #define itbd_Poison 2 #define itbd_Radiation 3 #define itbd_DrownRecover 4 #define itbd_Acid 5 #define itbd_SlowBurn 6 #define itbd_SlowFreeze 7 #define CDMG_TIMEBASED 8 // when calling KILLED(), a value that governs gib behavior is expected to be // one of these three values #define GIB_NORMAL 0 // gib if entity was overkilled #define GIB_NEVER 1 // never gib, no matter how much death damage is done ( freezing, etc ) #define GIB_ALWAYS 2 // always gib ( Houndeye Shock, Barnacle Bite ) #define GIB_HEALTH_VALUE -30 #define SF_ITEM_USE_ONLY 256 #define MAX_MULTI_TARGETS 16 #define MS_MAX_TARGETS 32 #ifdef _WIN32 #define EXPORT __declspec(dllexport) #else #define EXPORT /**/ #endif // _WIN32 class CGrenade; class CBaseEntity; class CBaseMonster; class CBasePlayerItem; class CBasePlayerWeapon; class CSquadMonster; class CCSEntity; class CCineMonster; class CSound; // EHANDLE. Safe way to point to CBaseEntities who may die between frames class EHANDLE { public: edict_t *Get(); edict_t *Set(edict_t *pent); operator int(); operator CBaseEntity*(); operator CBasePlayer*() { return static_cast(GET_PRIVATE(Get())); } CBaseEntity *operator=(CBaseEntity *pEntity); CBaseEntity *operator->(); private: edict_t *m_pent; int m_serialnumber; }; // Base Entity. All entity types derive from this class CBaseEntity { public: virtual void Spawn() {} virtual void Precache() {} virtual void Restart() {} virtual void KeyValue(KeyValueData *pkvd) { pkvd->fHandled = FALSE; } virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return FCAP_ACROSS_TRANSITION; } virtual void Activate() {} virtual void SetObjectCollisionBox(); virtual int Classify() { return CLASS_NONE; } virtual void DeathNotice(entvars_t *pevChild) {} virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual BOOL TakeHealth(float flHealth, int bitsDamageType); virtual void Killed(entvars_t *pevAttacker, int iGib); virtual int BloodColor() { return DONT_BLEED; } virtual void TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); virtual BOOL IsTriggered(CBaseEntity *pActivator) { return TRUE; } virtual CBaseMonster *MyMonsterPointer() { return NULL; } virtual CSquadMonster *MySquadMonsterPointer() { return NULL; } virtual int GetToggleState() { return TS_AT_TOP; } virtual void AddPoints(int score, BOOL bAllowNegativeScore) {} virtual void AddPointsToTeam(int score, BOOL bAllowNegativeScore) {} virtual BOOL AddPlayerItem(CBasePlayerItem *pItem) { return FALSE; } virtual BOOL RemovePlayerItem(CBasePlayerItem *pItem) { return FALSE; } virtual int GiveAmmo(int iAmount, char *szName, int iMax = -1) { return -1; } virtual float GetDelay() { return 0.0f; } virtual int IsMoving() { return (pev->velocity != g_vecZero); } virtual void OverrideReset() {} virtual int DamageDecal(int bitsDamageType); virtual void SetToggleState(int state) {} virtual void StartSneaking() {} #ifndef REGAMEDLL_FIXES virtual void StopSneaking() {} #else virtual void UpdateOnRemove(); #endif virtual BOOL OnControls(entvars_t *onpev) { return FALSE; } virtual BOOL IsSneaking() { return FALSE; } virtual BOOL IsAlive() { return (pev->deadflag == DEAD_NO && pev->health > 0.0f); } virtual BOOL IsBSPModel() { return (pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP); } virtual BOOL ReflectGauss() { return (IsBSPModel() && pev->takedamage == DAMAGE_NO); } virtual BOOL HasTarget(string_t targetname) { return FStrEq(STRING(targetname), STRING(pev->targetname)); } virtual BOOL IsInWorld(); virtual BOOL IsPlayer() { return FALSE; } virtual BOOL IsNetClient() { return FALSE; } virtual const char *TeamID() { return ""; } virtual CBaseEntity *GetNextTarget(); virtual void Think() { if (m_pfnThink) (this->*m_pfnThink)(); } virtual void Touch(CBaseEntity *pOther) { if (m_pfnTouch) (this->*m_pfnTouch)(pOther); } virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType = USE_OFF, float value = 0.0f) { if (m_pfnUse) (this->*m_pfnUse)(pActivator, pCaller, useType, value); } virtual void Blocked(CBaseEntity *pOther) { if (m_pfnBlocked) (this->*m_pfnBlocked)(pOther); } virtual CBaseEntity *Respawn() { return NULL; } // used by monsters that are created by the MonsterMaker virtual void UpdateOwner() {} virtual BOOL FBecomeProne() { return FALSE; } virtual Vector Center() { return (pev->absmax + pev->absmin) * 0.5f; } virtual Vector EyePosition() { return (pev->origin + pev->view_ofs); } virtual Vector EarPosition() { return (pev->origin + pev->view_ofs); } virtual Vector BodyTarget(const Vector &posSrc) { return Center(); } virtual int Illumination() { return GETENTITYILLUM(ENT(pev)); } virtual BOOL FVisible(CBaseEntity *pEntity); virtual BOOL FVisible(const Vector &vecOrigin); #ifdef HOOK_GAMEDLL int Save_(CSave &save); int Restore_(CRestore &restore); void SetObjectCollisionBox_(); void TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); BOOL TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); BOOL TakeHealth_(float flHealth, int bitsDamageType); void Killed_(entvars_t *pevAttacker, int iGib); void TraceBleed_(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType); int DamageDecal_(int bitsDamageType); BOOL IsInWorld_(); CBaseEntity *GetNextTarget_(); BOOL FVisible_(CBaseEntity *pEntity); BOOL FVisible_(const Vector &vecOrigin); #endif public: // allow engine to allocate instance data void *operator new(size_t stAllocateBlock, entvars_t *pevnew) { return ALLOC_PRIVATE(ENT(pevnew), stAllocateBlock); } // don't use this. #if _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher void operator delete(void *pMem, entvars_t *pevnew) { pevnew->flags |= FL_KILLME; } #endif #ifndef REGAMEDLL_FIXES void UpdateOnRemove(); #endif void EXPORT SUB_Remove(); void EXPORT SUB_DoNothing(); void EXPORT SUB_StartFadeOut(); void EXPORT SUB_FadeOut(); void EXPORT SUB_CallUseToggle() { Use(this, this, USE_TOGGLE, 0); } int ShouldToggle(USE_TYPE useType, BOOL currentState); void FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL); Vector FireBullets3(Vector vecSrc, Vector vecDirShooting, float vecSpread, float flDistance, int iPenetration, int iBulletType, int iDamage, float flRangeModifier, entvars_t *pevAttacker, bool bPistol, int shared_rand = 0); void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value); int Intersects(CBaseEntity *pOther); void MakeDormant(); int IsDormant(); BOOL IsLockedByMaster() { return FALSE; } public: static CBaseEntity *Instance(edict_t *pent) { if (!pent) pent = ENT(0); CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); return pEntity; } static CBaseEntity *Instance(entvars_t *pev) { return Instance(ENT(pev)); } static CBaseEntity *Instance(EOFFSET offset) { return Instance(ENT(offset)); } CBaseMonster *GetMonsterPointer(entvars_t *pevMonster) { CBaseEntity *pEntity = Instance(pevMonster); if (pEntity != NULL) return pEntity->MyMonsterPointer(); return NULL; } CBaseMonster *GetMonsterPointer(edict_t *pentMonster) { CBaseEntity *pEntity = Instance(pentMonster); if (pEntity != NULL) return pEntity->MyMonsterPointer(); return NULL; } static CBaseEntity *Create(char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL); edict_t *edict() { return ENT(pev); } EOFFSET eoffset() { return OFFSET(pev); } int entindex() { return ENTINDEX(edict()); } public: entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it // path corners CBaseEntity *m_pGoalEnt; // path corner we are heading towards CBaseEntity *m_pLink; // used for temporary link-list operations. static TYPEDESCRIPTION IMPL(m_SaveData)[5]; void (CBaseEntity::*m_pfnThink)(); 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); #ifdef REGAMEDLL_API CCSEntity *m_pEntity; #else // We use this variables to store each ammo count. // let's sacrifice this unused member, for its own needs in favor of m_pEntity int *current_ammo; #endif float currentammo; int maxammo_buckshot; int ammo_buckshot; int maxammo_9mm; int ammo_9mm; int maxammo_556nato; int ammo_556nato; int maxammo_556natobox; int ammo_556natobox; int maxammo_762nato; int ammo_762nato; int maxammo_45acp; int ammo_45acp; int maxammo_50ae; int ammo_50ae; int maxammo_338mag; int ammo_338mag; int maxammo_57mm; int ammo_57mm; int maxammo_357sig; int ammo_357sig; // Special stuff for grenades and knife. float m_flStartThrow; float m_flReleaseThrow; int m_iSwing; // client has left the game bool has_disconnected; }; inline int FNullEnt(CBaseEntity *ent) { return (ent == NULL || FNullEnt(ent->edict())); } inline int FNullEnt(EHANDLE hent) { return (hent == NULL || FNullEnt(OFFSET(hent.Get()))); } class CPointEntity: public CBaseEntity { public: virtual void Spawn(); virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } #ifdef HOOK_GAMEDLL void Spawn_(); #endif }; // MultiSouce class CMultiSource: public CPointEntity { public: virtual void Spawn(); virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { return (CPointEntity::ObjectCaps() | FCAP_MASTER); } virtual BOOL IsTriggered(CBaseEntity *pActivator); virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #ifdef REGAMEDLL_FIXES virtual void Restart(); #endif #ifdef HOOK_GAMEDLL void Spawn_(); void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); BOOL IsTriggered_(CBaseEntity *pActivator); void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); #endif public: void EXPORT Register(); public: static TYPEDESCRIPTION IMPL(m_SaveData)[4]; EHANDLE m_rgEntities[MS_MAX_TARGETS]; int m_rgTriggered[MS_MAX_TARGETS]; int m_iTotal; string_t m_globalstate; }; // generic Delay entity. class CBaseDelay: public CBaseEntity { public: virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); #ifdef HOOK_GAMEDLL void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); #endif public: void SUB_UseTargets(CBaseEntity *pActivator, USE_TYPE useType, float value); void EXPORT DelayThink(); public: static TYPEDESCRIPTION IMPL(m_SaveData)[2]; float m_flDelay; int m_iszKillTarget; }; class CBaseAnimating: public CBaseDelay { public: virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual void HandleAnimEvent(MonsterEvent_t *pEvent) {} #ifdef HOOK_GAMEDLL int Save_(CSave &save); int Restore_(CRestore &restore); #endif public: // Basic Monster Animation functions float StudioFrameAdvance(float flInterval = 0.0f); // accumulate animation frame time from last time called until now int GetSequenceFlags(); int LookupActivity(int activity); int LookupActivityHeaviest(int activity); int LookupSequence(const char *label); void ResetSequenceInfo(); void ResetSequenceInfo_(); void DispatchAnimEvents(float flFutureInterval = 0.1f); // Handle events that have happend since last time called up until X seconds into the future float SetBoneController(int iController, float flValue = 0.0f); void InitBoneControllers(); float SetBlending(int iBlender, float flValue); void GetBonePosition(int iBone, Vector &origin, Vector &angles); void GetAutomovement(Vector &origin, Vector &angles, float flInterval = 0.1f); int FindTransition(int iEndingSequence, int iGoalSequence, int *piDir); void GetAttachment(int iAttachment, Vector &origin, Vector &angles); void SetBodygroup(int iGroup, int iValue); int GetBodygroup(int iGroup); int ExtractBbox(int sequence, float *mins, float *maxs); void SetSequenceBox(); public: static TYPEDESCRIPTION IMPL(m_SaveData)[5]; // animation needs float m_flFrameRate; // computed FPS for current sequence float m_flGroundSpeed; // computed linear movement rate for current sequence float m_flLastEventCheck; // last time the event list was checked BOOL m_fSequenceFinished; // flag set when StudioAdvanceFrame moves across a frame boundry BOOL m_fSequenceLoops; // true if the sequence loops }; // generic Toggle entity. class CBaseToggle: public CBaseAnimating { public: virtual void KeyValue(KeyValueData *pkvd); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int GetToggleState() { return m_toggle_state; } virtual float GetDelay() { return m_flWait; } #ifdef HOOK_GAMEDLL void KeyValue_(KeyValueData *pkvd); int Save_(CSave &save); int Restore_(CRestore &restore); #endif public: void LinearMove(Vector vecDest, float flSpeed); void EXPORT LinearMoveDone(); void AngularMove(Vector vecDestAngle, float flSpeed); void EXPORT AngularMoveDone(); BOOL IsLockedByMaster(); public: static float AxisValue(int flags, const Vector &angles); static void AxisDir(entvars_t *pev); static float AxisDelta(int flags, const Vector &angle1, const Vector &angle2); public: static TYPEDESCRIPTION IMPL(m_SaveData)[19]; TOGGLE_STATE m_toggle_state; float m_flActivateFinished; // like attack_finished, but for doors float m_flMoveDistance; // how far a door should slide or rotate float m_flWait; float m_flLip; float m_flTWidth; // for plats float m_flTLength; // for plats Vector m_vecPosition1; Vector m_vecPosition2; Vector m_vecAngle1; Vector m_vecAngle2; int m_cTriggersLeft; // trigger_counter only, # of activations remaining float m_flHeight; EHANDLE m_hActivator; void (CBaseToggle::*m_pfnCallWhenMoveDone)(); Vector m_vecFinalDest; Vector m_vecFinalAngle; int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does string_t m_sMaster; // If this button has a master switch, this is the targetname. // A master switch must be of the multisource type. If all // of the switches in the multisource have been triggered, then // the button will be allowed to operate. Otherwise, it will be // deactivated. }; #include "basemonster.h" // Generic Button class CBaseButton: public CBaseToggle { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); virtual int Save(CSave &save); virtual int Restore(CRestore &restore); virtual int ObjectCaps() { if (pev->takedamage == DAMAGE_NO) { return FCAP_IMPULSE_USE; } return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); } #ifdef REGAMEDLL_FIXES virtual void Restart(); #endif #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); BOOL TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType); int Save_(CSave &save); int Restore_(CRestore &restore); #endif public: void RotSpawn(); void ButtonActivate(); void SparkSoundCache(); void EXPORT ButtonShot(); void EXPORT ButtonTouch(CBaseEntity *pOther); void EXPORT ButtonSpark(); void EXPORT TriggerAndWait(); void EXPORT ButtonReturn(); void EXPORT ButtonBackHome(); void EXPORT ButtonUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value); enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN }; BUTTON_CODE ButtonResponseToTouch(); public: static TYPEDESCRIPTION IMPL(m_SaveData)[8]; BOOL m_fStayPushed; BOOL m_fRotating; string_t m_strChangeTarget; locksound_t m_ls; byte m_bLockedSound; byte m_bLockedSentence; byte m_bUnlockedSound; byte m_bUnlockedSentence; int m_sounds; }; // This spawns first when each level begins. class CWorld: public CBaseEntity { public: virtual void Spawn(); virtual void Precache(); virtual void KeyValue(KeyValueData *pkvd); #ifdef HOOK_GAMEDLL void Spawn_(); void Precache_(); void KeyValue_(KeyValueData *pkvd); #endif }; // Converts a entvars_t * to a class pointer // It will allocate the class and entity if necessary template T *GetClassPtr(T *a) { entvars_t *pev = (entvars_t *)a; // allocate entity if necessary if (pev == nullptr) pev = VARS(CREATE_ENTITY()); // get the private data a = (T *)GET_PRIVATE(ENT(pev)); if (a == nullptr) { // allocate private data a = new(pev) T; a->pev = pev; #ifdef REGAMEDLL_API a->m_pEntity = new W(); a->m_pEntity->m_pContainingEntity = a; #endif #if defined(HOOK_GAMEDLL) && defined(_WIN32) && !defined(REGAMEDLL_UNIT_TESTS) VirtualTableInit((void *)a, stripClass(typeid(T).name())); #endif } return a; } extern CUtlVector stringsHashTable; C_DLLEXPORT int GetEntityAPI(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion); C_DLLEXPORT int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion); int CaseInsensitiveHash(const char *string, int iBounds); void EmptyEntityHashTable(); void AddEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType); void RemoveEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType); void printEntities(); edict_t *CREATE_NAMED_ENTITY(string_t iClass); void REMOVE_ENTITY(edict_t *pEntity); void CONSOLE_ECHO_(char *pszMsg, ...); void loopPerformance(); int DispatchSpawn(edict_t *pent); void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd); void DispatchTouch(edict_t *pentTouched, edict_t *pentOther); void DispatchUse(edict_t *pentUsed, edict_t *pentOther); void DispatchThink(edict_t *pent); void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther); void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData); int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity); CBaseEntity *FindGlobalEntity(string_t classname, string_t globalname); void DispatchObjectCollsionBox(edict_t *pent); void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount); void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount); void SetObjectCollisionBox(entvars_t *pev); void OnFreeEntPrivateData(edict_t *pEnt); #endif // CBASE_H