ReGameDLL_CS/regamedll/dlls/cbase.cpp
2018-02-14 19:23:02 +07:00

1495 lines
36 KiB
C++

#include "precompiled.h"
DLL_FUNCTIONS gFunctionTable =
{
&GameDLLInit,
&DispatchSpawn,
&DispatchThink,
&DispatchUse,
&DispatchTouch,
&DispatchBlocked,
&DispatchKeyValue,
&DispatchSave,
&DispatchRestore,
&DispatchObjectCollsionBox,
&SaveWriteFields,
&SaveReadFields,
&SaveGlobalState,
&RestoreGlobalState,
&ResetGlobalState,
&ClientConnect,
&ClientDisconnect,
&ClientKill,
&ClientPutInServer,
&ClientCommand_,
&ClientUserInfoChanged,
&ServerActivate,
&ServerDeactivate,
&PlayerPreThink,
&PlayerPostThink,
&StartFrame,
&ParmsNewLevel,
&ParmsChangeLevel,
&GetGameDescription,
&PlayerCustomization,
&SpectatorConnect,
&SpectatorDisconnect,
&SpectatorThink,
&SysEngine_Error,
&PM_Move,
&PM_Init,
&PM_FindTextureType,
&SetupVisibility,
&UpdateClientData,
&AddToFullPack,
&CreateBaseline,
&RegisterEncoders,
&GetWeaponData,
&CmdStart,
&CmdEnd,
&ConnectionlessPacket,
&GetHullBounds,
&CreateInstancedBaselines,
&InconsistentFile,
&AllowLagCompensation
};
NEW_DLL_FUNCTIONS gNewDLLFunctions =
{
&OnFreeEntPrivateData,
nullptr,
nullptr,
nullptr,
nullptr
};
CMemoryPool hashItemMemPool(sizeof(hash_item_t), 64);
int CaseInsensitiveHash(const char *string, int iBounds)
{
unsigned int hash = 0;
if (!*string)
return 0;
while (*string)
{
if (*string < 'A' || *string > 'Z')
hash = *string + 2 * hash;
else
hash = *string + 2 * hash + ' ';
string++;
}
return (hash % iBounds);
}
void EmptyEntityHashTable()
{
int i;
hash_item_t *item, *temp, *free;
for (i = 0; i < stringsHashTable.Count(); i++)
{
item = &stringsHashTable[i];
temp = item->next;
item->pev = nullptr;
item->pevIndex = 0;
item->lastHash = 0;
item->next = nullptr;
while (temp)
{
free = temp;
temp = temp->next;
hashItemMemPool.Free(free);
}
}
}
void AddEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType)
{
int count;
hash_item_t *item, *next, *temp, *newp;
int hash, pevIndex;
entvars_t *pevtemp;
if (fieldType != CLASSNAME)
return;
if (FStringNull(pev->classname))
return;
count = stringsHashTable.Count();
hash = CaseInsensitiveHash(value, count);
pevIndex = ENTINDEX(ENT(pev));
item = &stringsHashTable[hash];
while (item->pev)
{
if (!Q_strcmp(STRING(item->pev->classname), STRING(pev->classname)))
break;
hash = (hash + 1) % count;
item = &stringsHashTable[hash];
}
if (item->pev)
{
next = item->next;
while (next)
{
if (item->pev == pev || item->pevIndex >= pevIndex)
break;
item = next;
next = next->next;
}
if (pevIndex < item->pevIndex)
{
pevtemp = item->pev;
item->pev = pev;
item->lastHash = nullptr;
item->pevIndex = pevIndex;
pevIndex = ENTINDEX(ENT(pevtemp));
}
else
pevtemp = pev;
if (item->pev != pevtemp)
{
temp = item->next;
newp = (hash_item_t *)hashItemMemPool.Alloc(sizeof(hash_item_t));
item->next = newp;
newp->pev = pevtemp;
newp->lastHash = nullptr;
newp->pevIndex = pevIndex;
if (next)
newp->next = temp;
else
newp->next = nullptr;
}
}
else
{
item->pev = pev;
item->lastHash = nullptr;
item->pevIndex = ENTINDEX(ENT(pev));
}
}
void RemoveEntityHashValue(entvars_t *pev, const char *value, hash_types_e fieldType)
{
int hash;
hash_item_t *item;
hash_item_t *last;
int pevIndex;
int count;
count = stringsHashTable.Count();
hash = CaseInsensitiveHash(value, count);
pevIndex = ENTINDEX(ENT(pev));
if (fieldType != CLASSNAME)
return;
hash = hash % count;
item = &stringsHashTable[hash];
while (item->pev)
{
if (!Q_strcmp(STRING(item->pev->classname), STRING(pev->classname)))
break;
hash = (hash + 1) % count;
item = &stringsHashTable[hash];
}
if (item->pev)
{
last = item;
while (item->next)
{
if (item->pev == pev)
break;
last = item;
item = item->next;
}
if (item->pev == pev)
{
if (last == item)
{
if (item->next)
{
item->pev = item->next->pev;
item->pevIndex = item->next->pevIndex;
item->lastHash = nullptr;
item->next = item->next->next;
}
else
{
item->pev = nullptr;
item->lastHash = nullptr;
item->pevIndex = 0;
}
}
else
{
if (stringsHashTable[hash].lastHash == item)
stringsHashTable[hash].lastHash = nullptr;
last->next = item->next;
hashItemMemPool.Free(item);
}
}
}
}
NOINLINE edict_t *CREATE_NAMED_ENTITY(string_t iClass)
{
edict_t *named = g_engfuncs.pfnCreateNamedEntity(iClass);
if (named)
{
AddEntityHashValue(&named->v, STRING(iClass), CLASSNAME);
}
return named;
}
void REMOVE_ENTITY(edict_t *pEntity)
{
if (pEntity)
{
g_engfuncs.pfnRemoveEntity(pEntity);
}
}
C_DLLEXPORT int GetEntityAPI(DLL_FUNCTIONS *pFunctionTable, int interfaceVersion)
{
if (!pFunctionTable || interfaceVersion != INTERFACE_VERSION)
return 0;
Q_memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
stringsHashTable.AddMultipleToTail(2048);
for (int i = 0; i < stringsHashTable.Count(); i++)
{
stringsHashTable[i].next = nullptr;
}
EmptyEntityHashTable();
return 1;
}
NOXREF int GetEntityAPI2(DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion)
{
if (!pFunctionTable || *interfaceVersion != INTERFACE_VERSION)
{
*interfaceVersion = INTERFACE_VERSION;
return 0;
}
Q_memcpy(pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS));
return 1;
}
C_DLLEXPORT int GetNewDLLFunctions(NEW_DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion)
{
if (!pFunctionTable || *interfaceVersion != NEW_DLL_FUNCTIONS_VERSION)
{
*interfaceVersion = NEW_DLL_FUNCTIONS_VERSION;
return 0;
}
Q_memcpy(pFunctionTable, &gNewDLLFunctions, sizeof(NEW_DLL_FUNCTIONS));
return 1;
}
int DispatchSpawn(edict_t *pent)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity)
{
// Initialize these or entities who don't link to the world won't have anything in here
pEntity->pev->absmin = pEntity->pev->origin - Vector(1, 1, 1);
pEntity->pev->absmax = pEntity->pev->origin + Vector(1, 1, 1);
pEntity->Spawn();
// Try to get the pointer again, in case the spawn function deleted the entity.
// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
// that would touch too much code for me to do that right now.
pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity)
{
if (g_pGameRules && !g_pGameRules->IsAllowedToSpawn(pEntity))
{
// return that this entity should be deleted
return -1;
}
if (pEntity->pev->flags & FL_KILLME)
{
return -1;
}
}
// Handle global stuff here
if (pEntity && pEntity->pev->globalname)
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
if (pGlobal)
{
// Already dead? delete
if (pGlobal->state == GLOBAL_DEAD)
return -1;
else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
{
// Hasn't been moved to this level yet, wait but stay alive
// In this level & not dead, continue on as normal
pEntity->MakeDormant();
}
}
else
{
// Spawned entities default to 'On'
gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
}
}
}
return 0;
}
void DispatchKeyValue(edict_t *pentKeyvalue, KeyValueData *pkvd)
{
if (!pkvd || !pentKeyvalue)
return;
EntvarsKeyvalue(VARS(pentKeyvalue), pkvd);
// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
// not exist yet.
if (pkvd->fHandled || !pkvd->szClassName)
return;
// Get the actualy entity object
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentKeyvalue);
if (!pEntity)
return;
pEntity->KeyValue(pkvd);
}
// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
// while it builds the graph
void DispatchTouch(edict_t *pentTouched, edict_t *pentOther)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentTouched);
CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
if (pEntity && pOther && !((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME))
pEntity->Touch(pOther);
}
void DispatchUse(edict_t *pentUsed, edict_t *pentOther)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentUsed);
CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
if (pEntity && !(pEntity->pev->flags & FL_KILLME))
pEntity->Use(pOther, pOther, USE_TOGGLE, 0);
}
void DispatchThink(edict_t *pent)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity)
{
if (pEntity->IsDormant())
{
ALERT(at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname));
}
pEntity->Think();
}
}
void DispatchBlocked(edict_t *pentBlocked, edict_t *pentOther)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pentBlocked);
CBaseEntity *pOther = GET_PRIVATE<CBaseEntity>(pentOther);
if (pEntity)
{
pEntity->Blocked(pOther);
}
}
void DispatchSave(edict_t *pent, SAVERESTOREDATA *pSaveData)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity && pSaveData)
{
ENTITYTABLE *pTable = &pSaveData->pTable[pSaveData->currentIndex];
if (pTable->pent != pent)
{
ALERT(at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n");
}
if (pEntity->ObjectCaps() & FCAP_DONT_SAVE)
return;
// These don't use ltime & nextthink as times really, but we'll fudge around it.
if (pEntity->pev->movetype == MOVETYPE_PUSH)
{
real_t delta = pEntity->pev->nextthink - pEntity->pev->ltime;
pEntity->pev->ltime = gpGlobals->time;
pEntity->pev->nextthink = pEntity->pev->ltime + delta;
}
// Remember entity position for file I/O
pTable->location = pSaveData->size;
// Remember entity class for respawn
pTable->classname = pEntity->pev->classname;
CSave saveHelper(pSaveData);
pEntity->Save(saveHelper);
// Size of entity block is data size written to block
pTable->size = pSaveData->size - pTable->location;
}
}
// Find the matching global entity. Spit out an error if the designer made entities of
// different classes with the same global name
CBaseEntity *FindGlobalEntity(string_t classname, string_t globalname)
{
edict_t *pent = FIND_ENTITY_BY_STRING(nullptr, "globalname", STRING(globalname));
CBaseEntity *pReturn = CBaseEntity::Instance(pent);
if (pReturn)
{
if (!FClassnameIs(pReturn->pev, classname))
{
ALERT(at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname));
pReturn = nullptr;
}
}
return pReturn;
}
int DispatchRestore(edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity && pSaveData)
{
entvars_t tmpVars;
Vector oldOffset;
CRestore restoreHelper(pSaveData);
if (globalEntity)
{
CRestore tmpRestore(pSaveData);
tmpRestore.PrecacheMode(0);
tmpRestore.ReadEntVars("ENTVARS", &tmpVars);
// HACKHACK - reset the save pointers, we're going to restore for real this time
pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
const globalentity_t *pGlobal = gGlobalState.EntityFromTable(tmpVars.globalname);
// Don't overlay any instance of the global that isn't the latest
// pSaveData->szCurrentMapName is the level this entity is coming from
// pGlobla->levelName is the last level the global entity was active in.
// If they aren't the same, then this global update is out of date.
if (!FStrEq(pSaveData->szCurrentMapName, pGlobal->levelName))
{
return 0;
}
// Compute the new global offset
oldOffset = pSaveData->vecLandmarkOffset;
CBaseEntity *pNewEntity = FindGlobalEntity(tmpVars.classname, tmpVars.globalname);
if (pNewEntity)
{
// Tell the restore code we're overlaying a global entity from another level
// Don't overwrite global fields
restoreHelper.SetGlobalMode(1);
pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
// we're going to restore this data OVER the old entity
pEntity = pNewEntity;
pent = ENT(pEntity->pev);
// Update the global table to say that the global definition of this entity should come from this level
gGlobalState.EntityUpdate(pEntity->pev->globalname, gpGlobals->mapname);
}
else
{
// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
return 0;
}
}
if (pEntity->ObjectCaps() & FCAP_MUST_SPAWN)
{
pEntity->Restore(restoreHelper);
pEntity->Spawn();
}
else
{
pEntity->Restore(restoreHelper);
pEntity->Precache();
}
// Again, could be deleted, get the pointer again.
pEntity = GET_PRIVATE<CBaseEntity>(pent);
// Is this an overriding global entity (coming over the transition), or one restoring in a level
if (globalEntity)
{
pSaveData->vecLandmarkOffset = oldOffset;
if (pEntity)
{
UTIL_SetOrigin(pEntity->pev, pEntity->pev->origin);
pEntity->OverrideReset();
}
}
else if (pEntity && pEntity->pev->globalname)
{
const globalentity_t *pGlobal = gGlobalState.EntityFromTable(pEntity->pev->globalname);
if (pGlobal)
{
// Already dead? delete
if (pGlobal->state == GLOBAL_DEAD)
return -1;
else if (!FStrEq(STRING(gpGlobals->mapname), pGlobal->levelName))
{
// Hasn't been moved to this level yet, wait but stay alive
pEntity->MakeDormant();
}
// In this level & not dead, continue on as normal
}
else
{
ALERT(at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname));
// Spawned entities default to 'On'
gGlobalState.EntityAdd(pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON);
}
}
}
return 0;
}
void DispatchObjectCollsionBox(edict_t *pent)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pent);
if (pEntity)
{
pEntity->SetObjectCollisionBox();
return;
}
SetObjectCollisionBox(&pent->v);
}
void SaveWriteFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount)
{
CSave saveHelper(pSaveData);
saveHelper.WriteFields(pname, pBaseData, pFields, fieldCount);
}
void SaveReadFields(SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount)
{
CRestore restoreHelper(pSaveData);
restoreHelper.ReadFields(pname, pBaseData, pFields, fieldCount);
}
BOOL CBaseEntity::TakeHealth(float flHealth, int bitsDamageType)
{
if (pev->takedamage == DAMAGE_NO)
return FALSE;
if (pev->health >= pev->max_health)
return FALSE;
pev->health += flHealth;
if (pev->health > pev->max_health)
{
pev->health = pev->max_health;
}
return TRUE;
}
BOOL CBaseEntity::TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType)
{
Vector vecTemp;
if (pev->takedamage == DAMAGE_NO)
return FALSE;
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
#ifndef REGAMEDLL_FIXES
if (pevAttacker == pevInflictor)
{
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
}
else
#endif
{
// an actual missile was involved.
vecTemp = pevInflictor->origin - (VecBModelOrigin(pev));
}
// this global is still used for glass and other non-monster killables, along with decals.
g_vecAttackDir = vecTemp.Normalize();
// save damage based on the target's armor level
// figure momentum add (don't let hurt brushes or other triggers move player)
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER))
{
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
vecDir = vecDir.Normalize();
real_t flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
if (flForce > 1000.0)
flForce = 1000.0;
pev->velocity = pev->velocity + vecDir * flForce;
}
// do the damage
pev->health -= flDamage;
if (pev->health <= 0)
{
Killed(pevAttacker, GIB_NORMAL);
return FALSE;
}
return TRUE;
}
void CBaseEntity::Killed(entvars_t *pevAttacker, int iGib)
{
pev->takedamage = DAMAGE_NO;
pev->deadflag = DEAD_DEAD;
UTIL_Remove(this);
}
CBaseEntity *CBaseEntity::GetNextTarget()
{
if (FStringNull(pev->target))
return nullptr;
edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME(nullptr, STRING(pev->target));
if (FNullEnt(pTarget))
{
return nullptr;
}
return Instance(pTarget);
}
// Global Savedata for Delay
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
{
DEFINE_FIELD(CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR),
DEFINE_FIELD(CBaseEntity, m_pfnThink, FIELD_FUNCTION), // UNDONE: Build table of these!
DEFINE_FIELD(CBaseEntity, m_pfnTouch, FIELD_FUNCTION),
DEFINE_FIELD(CBaseEntity, m_pfnUse, FIELD_FUNCTION),
DEFINE_FIELD(CBaseEntity, m_pfnBlocked, FIELD_FUNCTION),
};
int CBaseEntity::Save(CSave &save)
{
if (save.WriteEntVars("ENTVARS", pev))
{
return save.WriteFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
}
return 0;
}
int CBaseEntity::Restore(CRestore &restore)
{
int status = restore.ReadEntVars("ENTVARS", pev);
if (status)
{
status = restore.ReadFields("BASE", this, m_SaveData, ARRAYSIZE(m_SaveData));
}
if (pev->modelindex != 0 && !FStringNull(pev->model))
{
Vector mins, maxs;
// Set model is about to destroy these
mins = pev->mins;
maxs = pev->maxs;
PRECACHE_MODEL((char *)STRING(pev->model));
SET_MODEL(ENT(pev), STRING(pev->model));
// Reset them
UTIL_SetSize(pev, mins, maxs);
}
return status;
}
// Initialize absmin & absmax to the appropriate box
void SetObjectCollisionBox(entvars_t *pev)
{
if (pev->solid == SOLID_BSP && (pev->angles.x || pev->angles.y || pev->angles.z))
{
// expand for rotation
real_t max, v;
int i;
max = 0;
for (i = 0; i < 3; i++)
{
v = Q_fabs(real_t(((float *)pev->mins)[i]));
if (v > max)
{
max = v;
}
v = Q_fabs(real_t(((float *)pev->maxs)[i]));
if (v > max)
{
max = v;
}
}
for (i = 0; i < 3; i++)
{
((float *)pev->absmin)[i] = ((float *)pev->origin)[i] - max;
((float *)pev->absmax)[i] = ((float *)pev->origin)[i] + max;
}
}
else
{
pev->absmin = pev->origin + pev->mins;
pev->absmax = pev->origin + pev->maxs;
}
pev->absmin.x -= 1;
pev->absmin.y -= 1;
pev->absmin.z -= 1;
pev->absmax.x += 1;
pev->absmax.y += 1;
pev->absmax.z += 1;
}
void CBaseEntity::SetObjectCollisionBox()
{
::SetObjectCollisionBox(pev);
}
bool CBaseEntity::Intersects(CBaseEntity *pOther)
{
return Intersects(pOther->pev->absmin, pOther->pev->absmax);
}
bool CBaseEntity::Intersects(const Vector &mins, const Vector &maxs)
{
if (mins.x > pev->absmax.x
|| mins.y > pev->absmax.y
|| mins.z > pev->absmax.z
|| maxs.x < pev->absmin.x
|| maxs.y < pev->absmin.y
|| maxs.z < pev->absmin.z)
{
return false;
}
return true;
}
void CBaseEntity::MakeDormant()
{
pev->flags |= FL_DORMANT;
pev->solid = SOLID_NOT; // Don't touch
pev->movetype = MOVETYPE_NONE; // Don't move
pev->effects |= EF_NODRAW; // Don't draw
pev->nextthink = 0; // Don't think
// Relink
UTIL_SetOrigin(pev, pev->origin);
}
BOOL CBaseEntity::IsInWorld()
{
// position
if (pev->origin.x >= 4096.0 || pev->origin.y >= 4096.0 || pev->origin.z >= 4096.0)
{
return FALSE;
}
if (pev->origin.x <= -4096.0 || pev->origin.y <= -4096.0 || pev->origin.z <= -4096.0)
{
return FALSE;
}
// speed
if (pev->velocity.x >= 2000.0 || pev->velocity.y >= 2000.0 || pev->velocity.z >= 2000.0)
{
return FALSE;
}
if (pev->velocity.x <= -2000.0 || pev->velocity.y <= -2000.0 || pev->velocity.z <= -2000.0)
{
return FALSE;
}
return TRUE;
}
int CBaseEntity::ShouldToggle(USE_TYPE useType, BOOL currentState)
{
if (useType != USE_TOGGLE && useType != USE_SET)
{
if ((currentState && useType == USE_ON) || (!currentState && useType == USE_OFF))
return 0;
}
return 1;
}
int CBaseEntity::DamageDecal(int bitsDamageType)
{
if (pev->rendermode == kRenderTransAlpha)
return -1;
if (pev->rendermode != kRenderNormal)
return DECAL_BPROOF1;
return DECAL_GUNSHOT1 + RANDOM_LONG(0, 4);
}
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity *CBaseEntity::Create(const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner)
{
edict_t *pent = CREATE_NAMED_ENTITY(MAKE_STRING(szName));
if (FNullEnt(pent))
{
ALERT(at_console, "NULL Ent in Create!\n");
return nullptr;
}
CBaseEntity *pEntity = Instance(pent);
pEntity->pev->owner = pentOwner;
pEntity->pev->origin = vecOrigin;
pEntity->pev->angles = vecAngles;
DispatchSpawn(pEntity->edict());
return pEntity;
}
// Returns true if a line can be traced from the caller's eyes to the target
BOOL CBaseEntity::FVisible(CBaseEntity *pEntity)
{
TraceResult tr;
Vector vecLookerOrigin;
Vector vecTargetOrigin;
if (pEntity->pev->flags & FL_NOTARGET)
return FALSE;
// don't look through water
if ((pev->waterlevel != 3 && pEntity->pev->waterlevel == 3) || (pev->waterlevel == 3 && pEntity->pev->waterlevel == 0))
return FALSE;
//look through the caller's 'eyes'
vecLookerOrigin = pev->origin + pev->view_ofs;
vecTargetOrigin = pEntity->EyePosition();
UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr);
if (tr.flFraction != 1.0f)
{
// Line of sight is not established
return FALSE;
}
else
{
// line of sight is valid.
return TRUE;
}
}
// Returns true if a line can be traced from the caller's eyes to the target vector
BOOL CBaseEntity::FVisible(const Vector &vecOrigin)
{
TraceResult tr;
Vector vecLookerOrigin;
//look through the caller's 'eyes'
vecLookerOrigin = EyePosition();
UTIL_TraceLine(vecLookerOrigin, vecOrigin, ignore_monsters, ignore_glass, ENT(pev), &tr);
if (tr.flFraction != 1.0f)
{
// Line of sight is not established
return FALSE;
}
else
{
// line of sight is valid.
return TRUE;
}
}
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
Vector vecOrigin = ptr->vecEndPos - vecDir * 4;
if (pev->takedamage != DAMAGE_NO)
{
AddMultiDamage(pevAttacker, this, flDamage, bitsDamageType);
int blood = BloodColor();
if (blood != DONT_BLEED)
{
// a little surface blood.
SpawnBlood(vecOrigin, blood, flDamage);
TraceBleed(flDamage, vecDir, ptr, bitsDamageType);
}
}
}
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker)
{
static int tracerCount;
int tracer;
TraceResult tr;
Vector vecRight, vecUp;
bool m_bCreatedShotgunSpark = true;
vecRight = gpGlobals->v_right;
vecUp = gpGlobals->v_up;
if (!pevAttacker)
{
// the default attacker is ourselves
pevAttacker = pev;
}
ClearMultiDamage();
gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB);
for (ULONG iShot = 1; iShot <= cShots; iShot++)
{
int spark = 0;
// get circular gaussian spread
float x, y, z;
do
{
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
z = x * x + y * y;
}
while (z > 1);
Vector vecDir, vecEnd;
vecDir = vecDirShooting + x * vecSpread.x * vecRight + y * vecSpread.y * vecUp;
vecEnd = vecSrc + vecDir * flDistance;
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
tracer = 0;
if (iTracerFreq != 0 && !(tracerCount++ % iTracerFreq))
{
Vector vecTracerSrc;
if (IsPlayer())
{
// adjust tracer position for player
vecTracerSrc = vecSrc + Vector(0, 0, -4) + gpGlobals->v_right * 2 + gpGlobals->v_forward * 16;
}
else
{
vecTracerSrc = vecSrc;
}
// guns that always trace also always decal
if (iTracerFreq != 1)
tracer = 1;
MESSAGE_BEGIN(MSG_PAS, SVC_TEMPENTITY, vecTracerSrc);
WRITE_BYTE(TE_TRACER);
WRITE_COORD(vecTracerSrc.x);
WRITE_COORD(vecTracerSrc.y);
WRITE_COORD(vecTracerSrc.z);
WRITE_COORD(tr.vecEndPos.x);
WRITE_COORD(tr.vecEndPos.y);
WRITE_COORD(tr.vecEndPos.z);
MESSAGE_END();
}
// do damage, paint decals
if (tr.flFraction != 1.0f)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
if (iDamage)
{
pEntity->TraceAttack(pevAttacker, iDamage, vecDir, &tr, DMG_BULLET | ((iDamage > 16) ? DMG_ALWAYSGIB : DMG_NEVERGIB));
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot(&tr, iBulletType, false, pev, false);
}
else
{
float flDamage;
switch (iBulletType)
{
case BULLET_PLAYER_MP5:
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmgMP5, vecDir, &tr, DMG_BULLET);
break;
case BULLET_PLAYER_BUCKSHOT:
flDamage = ((1 - tr.flFraction) * 20);
pEntity->TraceAttack(pevAttacker, int(flDamage), vecDir, &tr, DMG_BULLET);
break;
case BULLET_PLAYER_357:
pEntity->TraceAttack(pevAttacker, gSkillData.plrDmg357, vecDir, &tr, DMG_BULLET);
break;
case BULLET_MONSTER_9MM:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot(&tr, iBulletType, false, pev, false);
break;
case BULLET_MONSTER_MP5:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmgMP5, vecDir, &tr, DMG_BULLET);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot(&tr, iBulletType, false, pev, false);
break;
case BULLET_MONSTER_12MM:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg12MM, vecDir, &tr, DMG_BULLET);
if (!tracer)
{
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
DecalGunshot(&tr, iBulletType, false, pev, false);
}
break;
case BULLET_NONE:
flDamage = 50;
pEntity->TraceAttack(pevAttacker, flDamage, vecDir, &tr, DMG_CLUB);
TEXTURETYPE_PlaySound(&tr, vecSrc, vecEnd, iBulletType);
// only decal glass
if (!FNullEnt(tr.pHit) && VARS(tr.pHit)->rendermode != kRenderNormal)
{
UTIL_DecalTrace(&tr, DECAL_GLASSBREAK1 + RANDOM_LONG(0, 2));
}
break;
default:
pEntity->TraceAttack(pevAttacker, gSkillData.monDmg9MM, vecDir, &tr, DMG_BULLET);
break;
}
}
}
// make bullet trails
UTIL_BubbleTrail(vecSrc, tr.vecEndPos, int((flDistance * tr.flFraction) / 64));
}
ApplyMultiDamage(pev, pevAttacker);
}
// Go to the trouble of combining multiple pellets into a single damage call.
// This version is used by Players, uses the random seed generator to sync client and server side shots.
Vector CBaseEntity::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)
{
int iOriginalPenetration = iPenetration;
int iPenetrationPower;
float flPenetrationDistance;
int iCurrentDamage = iDamage;
float flCurrentDistance;
TraceResult tr, tr2;
Vector vecRight, vecUp;
bool bHitMetal = false;
int iSparksAmount = 1;
vecRight = gpGlobals->v_right;
vecUp = gpGlobals->v_up;
switch (iBulletType)
{
case BULLET_PLAYER_9MM:
iPenetrationPower = 21;
flPenetrationDistance = 800;
break;
case BULLET_PLAYER_45ACP:
iPenetrationPower = 15;
flPenetrationDistance = 500;
break;
case BULLET_PLAYER_50AE:
iPenetrationPower = 30;
flPenetrationDistance = 1000;
break;
case BULLET_PLAYER_762MM:
iPenetrationPower = 39;
flPenetrationDistance = 5000;
break;
case BULLET_PLAYER_556MM:
iPenetrationPower = 35;
flPenetrationDistance = 4000;
break;
case BULLET_PLAYER_338MAG:
iPenetrationPower = 45;
flPenetrationDistance = 8000;
break;
case BULLET_PLAYER_57MM:
iPenetrationPower = 30;
flPenetrationDistance = 2000;
break;
case BULLET_PLAYER_357SIG:
iPenetrationPower = 25;
flPenetrationDistance = 800;
break;
default:
iPenetrationPower = 0;
flPenetrationDistance = 0;
break;
}
if (!pevAttacker)
{
// the default attacker is ourselves
pevAttacker = pev;
}
gMultiDamage.type = (DMG_BULLET | DMG_NEVERGIB);
float x, y, z;
if (IsPlayer())
{
// Use player's random seed.
// get circular gaussian spread
x = UTIL_SharedRandomFloat(shared_rand, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 1, -0.5, 0.5);
y = UTIL_SharedRandomFloat(shared_rand + 2, -0.5, 0.5) + UTIL_SharedRandomFloat(shared_rand + 3, -0.5, 0.5);
}
else
{
do
{
x = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
y = RANDOM_FLOAT(-0.5, 0.5) + RANDOM_FLOAT(-0.5, 0.5);
z = x * x + y * y;
}
while (z > 1);
}
Vector vecDir, vecEnd;
Vector vecOldSrc, vecNewSrc;
vecDir = vecDirShooting + x * vecSpread * vecRight + y * vecSpread * vecUp;
vecEnd = vecSrc + vecDir * flDistance;
float flDamageModifier = 0.5;
while (iPenetration != 0)
{
ClearMultiDamage();
UTIL_TraceLine(vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &tr);
if (TheBots && tr.flFraction != 1.0f)
{
TheBots->OnEvent(EVENT_BULLET_IMPACT, this, (CBaseEntity *)&tr.vecEndPos);
}
char cTextureType = UTIL_TextureHit(&tr, vecSrc, vecEnd);
bool bSparks = false;
switch (cTextureType)
{
case CHAR_TEX_METAL:
bHitMetal = true;
bSparks = true;
iPenetrationPower *= 0.15;
flDamageModifier = 0.2;
break;
case CHAR_TEX_CONCRETE:
iPenetrationPower *= 0.25;
break;
case CHAR_TEX_GRATE:
bHitMetal = true;
bSparks = true;
iPenetrationPower *= 0.5;
flDamageModifier = 0.4;
break;
case CHAR_TEX_VENT:
bHitMetal = true;
bSparks = true;
iPenetrationPower *= 0.5;
flDamageModifier = 0.45;
break;
case CHAR_TEX_TILE:
iPenetrationPower *= 0.65;
flDamageModifier = 0.3;
break;
case CHAR_TEX_COMPUTER:
bHitMetal = true;
bSparks = true;
iPenetrationPower *= 0.4;
flDamageModifier = 0.45;
break;
case CHAR_TEX_WOOD:
flDamageModifier = 0.6;
break;
default:
break;
}
if (tr.flFraction != 1.0f)
{
CBaseEntity *pEntity = CBaseEntity::Instance(tr.pHit);
iPenetration--;
flCurrentDistance = tr.flFraction * flDistance;
iCurrentDamage *= Q_pow(flRangeModifier, flCurrentDistance / 500);
if (flCurrentDistance > flPenetrationDistance)
{
iPenetration = 0;
}
if (tr.iHitgroup == HITGROUP_SHIELD)
{
EMIT_SOUND(pEntity->edict(), CHAN_VOICE, (RANDOM_LONG(0, 1) == 1) ? "weapons/ric_metal-1.wav" : "weapons/ric_metal-2.wav", VOL_NORM, ATTN_NORM);
UTIL_Sparks(tr.vecEndPos);
pEntity->pev->punchangle.x = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15);
pEntity->pev->punchangle.z = iCurrentDamage * RANDOM_FLOAT(-0.15, 0.15);
if (pEntity->pev->punchangle.x < 4)
{
pEntity->pev->punchangle.x = -4;
}
if (pEntity->pev->punchangle.z < -5)
{
pEntity->pev->punchangle.z = -5;
}
else if (pEntity->pev->punchangle.z > 5)
{
pEntity->pev->punchangle.z = 5;
}
break;
}
float flDistanceModifier;
if (VARS(tr.pHit)->solid != SOLID_BSP || !iPenetration)
{
iPenetrationPower = 42;
flDamageModifier = 0.75;
flDistanceModifier = 0.75;
}
else
flDistanceModifier = 0.5;
DecalGunshot(&tr, iBulletType, (!bPistol && RANDOM_LONG(0, 3)), pev, bHitMetal);
vecSrc = tr.vecEndPos + (vecDir * iPenetrationPower);
flDistance = (flDistance - flCurrentDistance) * flDistanceModifier;
vecEnd = vecSrc + (vecDir * flDistance);
pEntity->TraceAttack(pevAttacker, iCurrentDamage, vecDir, &tr, (DMG_BULLET | DMG_NEVERGIB));
iCurrentDamage *= flDamageModifier;
}
else
iPenetration = 0;
ApplyMultiDamage(pev, pevAttacker);
}
return Vector(x * vecSpread, y * vecSpread, 0);
}
void CBaseEntity::TraceBleed(float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType)
{
if (BloodColor() == DONT_BLEED)
return;
if (!flDamage)
return;
if (!(bitsDamageType & (DMG_CRUSH | DMG_BULLET | DMG_SLASH | DMG_BLAST | DMG_CLUB | DMG_MORTAR)))
return;
// make blood decal on the wall!
TraceResult Bloodtr;
Vector vecTraceDir;
float flNoise;
int cCount;
int i;
if (flDamage < 10.0f)
{
flNoise = 0.1f;
cCount = 1;
}
else if (flDamage < 25.0f)
{
flNoise = 0.2f;
cCount = 2;
}
else
{
flNoise = 0.3f;
cCount = 4;
}
for (i = 0; i < cCount; i++)
{
// trace in the opposite direction the shot came from (the direction the shot is going)
vecTraceDir = vecDir * -1.0f;
vecTraceDir.x += RANDOM_FLOAT(-flNoise, flNoise);
vecTraceDir.y += RANDOM_FLOAT(-flNoise, flNoise);
vecTraceDir.z += RANDOM_FLOAT(-flNoise, flNoise);
UTIL_TraceLine(ptr->vecEndPos, ptr->vecEndPos + vecTraceDir * -172.0f, ignore_monsters, ENT(pev), &Bloodtr);
if (Bloodtr.flFraction != 1.0f)
{
if (!RANDOM_LONG(0, 2))
{
UTIL_BloodDecalTrace(&Bloodtr, BloodColor());
}
}
}
}
void CBaseEntity::SUB_StartFadeOut()
{
if (pev->rendermode == kRenderNormal)
{
pev->renderamt = 255.0f;
pev->rendermode = kRenderTransTexture;
}
pev->solid = SOLID_NOT;
pev->avelocity = g_vecZero;
pev->nextthink = gpGlobals->time + 0.1f;
SetThink(&CBaseEntity::SUB_FadeOut);
}
void CBaseEntity::SUB_FadeOut()
{
if (pev->renderamt > 7)
{
pev->renderamt -= 7.0f;
pev->nextthink = gpGlobals->time + 0.1f;
}
else
{
pev->renderamt = 0.0f;
pev->nextthink = gpGlobals->time + 0.2f;
SetThink(&CBaseEntity::SUB_Remove);
}
}
void OnFreeEntPrivateData(edict_t *pEnt)
{
CBaseEntity *pEntity = GET_PRIVATE<CBaseEntity>(pEnt);
if (!pEntity)
return;
#ifdef REGAMEDLL_FIXES
for (int i = 1; i <= gpGlobals->maxClients; i++)
{
CBasePlayer *pPlayer = UTIL_PlayerByIndex(i);
if (!pPlayer)
continue;
if (FNullEnt(pPlayer->edict()))
continue;
if (pPlayer->IsDormant())
continue;
if (pPlayer->m_pActiveItem && pPlayer->m_pActiveItem == pEntity)
{
ALERT(at_warning, "Trying to release the entity: (%s : `%s`) without pre-reset m_pActiveItem\n", pEntity->GetClassname(), pEntity->pev->model.str());
pPlayer->m_pActiveItem = nullptr;
}
}
#endif
#ifdef REGAMEDLL_API
pEntity->OnDestroy();
#endif
pEntity->UpdateOnRemove();
RemoveEntityHashValue(pEntity->pev, STRING(pEntity->pev->classname), CLASSNAME);
#ifdef REGAMEDLL_API
if (pEntity->m_pEntity) {
delete pEntity->m_pEntity;
pEntity->m_pEntity = nullptr;
}
#endif
#ifdef REGAMEDLL_FIXES
if (TheCSBots()) {
TheCSBots()->OnFreeEntPrivateData(pEntity);
}
#endif
}
#ifdef REGAMEDLL_API
void CBaseEntity::OnCreate()
{
;
}
void CBaseEntity::OnDestroy()
{
;
}
#endif