ReChecker/dlls/effects.h

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/*
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*
* 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.
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*
* 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.
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*
* 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
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#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
#define SF_GIBSHOOTER_REPEATABLE 1
#define SF_FUNNEL_REVERSE 1
#define SF_BUBBLES_STARTOFF 0x0001
#define SF_BLOOD_RANDOM 0x0001
#define SF_BLOOD_STREAM 0x0002
#define SF_BLOOD_PLAYER 0x0004
#define SF_BLOOD_DECAL 0x0008
#define SF_SHAKE_EVERYONE 0x0001
#define SF_SHAKE_DISRUPT 0x0002
#define SF_SHAKE_INAIR 0x0004
#define SF_FADE_IN 0x0001
#define SF_FADE_MODULATE 0x0002
#define SF_FADE_ONLYONE 0x0004
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#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
class CSprite: public CPointEntity {
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public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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public:
void SetAttachment(edict_t *pEntity, int attachment)
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{
if (pEntity != NULL)
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{
pev->skin = ENTINDEX(pEntity);
pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
float Frames() const { return m_maxFrame; }
void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
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{
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(float framerate)
{
SetThink(&CSprite::AnimateUntilDead);
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pev->framerate = framerate;
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
pev->nextthink = gpGlobals->time;
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}
private:
float m_lastTime;
float m_maxFrame;
};
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class CBeam: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual int ObjectCaps() = 0;
virtual Vector Center() = 0;
public:
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 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);
}
};
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class CLaser: public CBeam {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
CSprite *m_pSprite;
int m_iszSpriteName;
Vector m_firePosition;
};
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class CBubbling: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_density;
int m_frequency;
int m_bubbleModel;
int m_state;
};
class CLightning: public CBeam {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Activate() = 0;
public:
inline BOOL ServerSide() const
{
if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
return TRUE;
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return FALSE;
}
public:
int 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;
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};
class CGlow: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Think() = 0;
public:
float m_lastTime;
float m_maxFrame;
};
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class CBombGlow: public CSprite {
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public:
virtual void Spawn() = 0;
virtual void Think() = 0;
public:
float m_lastTime;
float m_tmBeepPeriod;
bool m_bSetModel;
};
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class CGibShooter: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
virtual CGib *CreateGib() = 0;
public:
int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
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};
class CEnvShooter: public CGibShooter {
public:
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual CGib *CreateGib() = 0;
};
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#define MAX_BEAM 24
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class CTestEffect: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_iLoop;
int m_iBeam;
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CBeam *m_pBeam[MAX_BEAM];
float m_flBeamTime[MAX_BEAM];
float m_flStartTime;
};
class CBlood: public CPointEntity {
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public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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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; }
};
class CShake: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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; }
};
class CFade: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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; }
};
class CMessage: public CPointEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
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class CEnvFunnel: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
public:
int m_iSprite;
};
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class CEnvBeverage: public CBaseDelay {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
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class CItemSoda: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void Precache() = 0;
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};
// Inlines
inline void CBeam::SetStartEntity(int entityIndex)
{
pev->sequence = (entityIndex & 0x0FFF) | ((pev->sequence & 0xF000) << 12);
pev->owner = INDEXENT(entityIndex);
}
inline void CBeam::SetEndEntity(int entityIndex)
{
pev->skin = (entityIndex & 0x0FFF) | ((pev->skin & 0xF000) << 12);
pev->aiment = INDEXENT(entityIndex);
}
inline const Vector &CBeam::GetStartPos()
{
if (GetType() == BEAM_ENTS)
{
edict_t *pent = INDEXENT(GetStartEntity());
return pent->v.origin;
}
return pev->origin;
}
inline const Vector &CBeam::GetEndPos()
{
int type = GetType();
if (type == BEAM_POINTS || type == BEAM_HOSE)
{
return pev->angles;
}
edict_t *pent = INDEXENT(GetEndEntity());
if (pent != NULL)
{
return pent->v.origin;
}
return pev->angles;
}