ReGameDLL_CS/regamedll/dlls/h_cycler.h
s1lentq 48ec89893a Reverse Hostages cs 1.6, SV_StudioSetupBones
Added project build mp.dll/cs.so
work final the reverse-engineering for CS 1.6
2015-12-06 01:58:53 +06:00

233 lines
6.0 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.
*
*/
#ifndef H_CYCLER_H
#define H_CYCLER_H
#ifdef _WIN32
#pragma once
#endif
/* <cb93c> ../cstrike/dlls/h_cycler.cpp:35 */
class CCycler: public CBaseMonster
{
public:
virtual void Spawn(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return (CBaseEntity::ObjectCaps() | FCAP_IMPULSE_USE);
}
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
// Don't treat as a live target
virtual BOOL IsAlive(void)
{
return FALSE;
}
virtual void Think(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void Think_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[1];
int m_animate;
};/* size: 408, cachelines: 7, members: 3 */
// we should get rid of all the other cyclers and replace them with this.
/* <cb9b2> ../cstrike/dlls/h_cycler.cpp:67 */
class CGenericCycler: public CCycler
{
public:
virtual void Spawn(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
#endif // HOOK_GAMEDLL
};/* size: 408, cachelines: 7, members: 1 */
// Probe droid imported for tech demo compatibility
/* <cba04> ../cstrike/dlls/h_cycler.cpp:80 */
class CCyclerProbe: public CCycler
{
public:
virtual void Spawn(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
#endif // HOOK_GAMEDLL
};/* size: 408, cachelines: 7, members: 1 */
/* <cba56> ../cstrike/dlls/h_cycler.cpp:218 */
class CCyclerSprite: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Restart(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return (CBaseEntity::ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE);
}
virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual void Think(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Restart_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
void Think_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void Animate(float frames);
inline int ShouldAnimate(void)
{
return (m_animate && m_maxFrame > 1.0);
}
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[3];
int m_animate;
float m_lastTime;
float m_maxFrame;
int m_renderfx;
int m_rendermode;
float m_renderamt;
vec3_t m_rendercolor;
};/* size: 188, cachelines: 3, members: 9 */
/* <cbbc0> ../cstrike/dlls/h_cycler.cpp:344 */
class CWeaponCycler: public CBasePlayerWeapon
{
public:
virtual void Spawn(void);
virtual int GetItemInfo(ItemInfo *p)
{
return 0;
}
virtual BOOL Deploy(void);
virtual void Holster(int skiplocal = 0);
virtual int iItemSlot(void)
{
return 1;
}
virtual void PrimaryAttack(void);
virtual void SecondaryAttack(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
BOOL Deploy_(void);
void Holster_(int skiplocal = 0);
void PrimaryAttack_(void);
void SecondaryAttack_(void);
#endif // HOOK_GAMEDLL
public:
int m_iszModel;
int m_iModel;
};/* size: 344, cachelines: 6, members: 3 */
// Flaming Wreakage
/* <cbc13> ../cstrike/dlls/h_cycler.cpp:427 */
class CWreckage: public CBaseMonster
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Think(void);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Think_(void);
#endif // HOOK_GAMEDLL
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[1];
int m_flStartTime;
};/* size: 408, cachelines: 7, members: 3 */
#ifdef HOOK_GAMEDLL
// linked objects
C_DLLEXPORT void cycler(entvars_t *pev);
C_DLLEXPORT void cycler_prdroid(entvars_t *pev);
C_DLLEXPORT void cycler_sprite(entvars_t *pev);
C_DLLEXPORT void cycler_weapon(entvars_t *pev);
C_DLLEXPORT void cycler_wreckage(entvars_t *pev);
#endif // HOOK_GAMEDLL
#endif // H_CYCLER_H