mirror of
https://github.com/rehlds/rechecker.git
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fc73912229
Added support ReHLDS API 3.X Refactoring
302 lines
13 KiB
C++
302 lines
13 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#pragma once
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class CBaseEntity;
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class CBasePlayer;
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// Implementation wrapper
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class CCSEntity {
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public:
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virtual ~CCSEntity() {}
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virtual void FireBullets(int iShots, Vector &vecSrc, Vector &vecDirShooting, Vector &vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker);
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virtual 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);
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public:
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CBaseEntity *m_pContainingEntity;
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};
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class CCSDelay: public CCSEntity {};
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class CCSAnimating: public CCSDelay {};
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class CCSPlayerItem: public CCSAnimating {};
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class CCSToggle: public CCSAnimating {};
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class CCSMonster: public CCSToggle {};
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class CCSWeaponBox: public CCSEntity {};
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class CCSArmoury: public CCSEntity {};
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class CCSPlayer: public CCSMonster {
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public:
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CCSPlayer() : m_bForceShowMenu(false)
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{
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m_szModel[0] = '\0';
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}
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virtual bool IsConnected() const;
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virtual void SetAnimation(PLAYER_ANIM playerAnim);
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virtual void AddAccount(int amount, RewardType type = RT_NONE, bool bTrackChange = true);
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virtual CBaseEntity *GiveNamedItem(const char *pszName);
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virtual CBaseEntity *GiveNamedItemEx(const char *pszName);
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virtual void GiveDefaultItems();
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virtual void GiveShield(bool bDeploy = true);
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virtual void DropShield(bool bDeploy = true);
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virtual void DropPlayerItem(const char *pszItemName);
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virtual void RemoveShield();
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virtual void RemoveAllItems(bool bRemoveSuit);
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virtual bool RemovePlayerItem(const char* pszItemName);
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virtual void SetPlayerModel(bool bHasC4);
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virtual void SetPlayerModelEx(const char *modelName);
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virtual void SetNewPlayerModel(const char *modelName);
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virtual void ClientCommand(const char *cmd, const char *arg1 = nullptr, const char *arg2 = nullptr, const char *arg3 = nullptr);
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virtual void SetProgressBarTime(int time);
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virtual void SetProgressBarTime2(int time, float timeElapsed);
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virtual struct edict_s *EntSelectSpawnPoint();
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virtual void SetBombIcon(bool bFlash = false);
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virtual void SetScoreAttrib(CBasePlayer *dest);
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virtual void SendItemStatus();
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virtual void ReloadWeapons(CBasePlayerItem *pWeapon = nullptr, bool bForceReload = false, bool bForceRefill = false);
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virtual void Observer_SetMode(int iMode);
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virtual bool SelectSpawnSpot(const char *pEntClassName, CBaseEntity* &pSpot);
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virtual bool SwitchWeapon(CBasePlayerItem *pWeapon);
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virtual void SwitchTeam();
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virtual bool JoinTeam(TeamName team);
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virtual void StartObserver(Vector& vecPosition, Vector& vecViewAngle);
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virtual void TeamChangeUpdate();
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virtual void DropSecondary();
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virtual void DropPrimary();
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virtual bool HasPlayerItem(CBasePlayerItem *pCheckItem);
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virtual bool HasNamedPlayerItem(const char *pszItemName);
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virtual CBasePlayerItem *GetItemById(WeaponIdType weaponID);
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virtual CBasePlayerItem *GetItemByName(const char *itemName);
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virtual void Disappear();
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virtual void MakeVIP();
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virtual bool MakeBomber();
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CBasePlayer *BasePlayer() const;
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public:
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char m_szModel[32];
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bool m_bForceShowMenu;
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};
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class CAPI_Bot: public CCSPlayer {};
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class CAPI_CSBot: public CAPI_Bot {};
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class CCSShield: public CCSEntity {};
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class CCSDeadHEV: public CCSMonster {};
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class CCSSprayCan: public CCSEntity {};
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class CCSBloodSplat: public CCSEntity {};
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class CCSPlayerWeapon: public CCSPlayerItem {};
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class CCSWorld: public CCSEntity {};
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class CCSDecal: public CCSEntity {};
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class CCSCorpse: public CCSEntity {};
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class CCSGrenade: public CCSMonster {};
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class CCSAirtank: public CCSGrenade {};
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class CCSPlayerAmmo: public CCSEntity {};
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class CCS9MMAmmo: public CCSPlayerAmmo {};
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class CCSBuckShotAmmo: public CCSPlayerAmmo {};
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class CCS556NatoAmmo: public CCSPlayerAmmo {};
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class CCS556NatoBoxAmmo: public CCSPlayerAmmo {};
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class CCS762NatoAmmo: public CCSPlayerAmmo {};
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class CCS45ACPAmmo: public CCSPlayerAmmo {};
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class CCS50AEAmmo: public CCSPlayerAmmo {};
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class CCS338MagnumAmmo: public CCSPlayerAmmo {};
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class CCS57MMAmmo: public CCSPlayerAmmo {};
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class CCS357SIGAmmo: public CCSPlayerAmmo {};
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class CCSFuncWall: public CCSEntity {};
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class CCSFuncWallToggle: public CCSFuncWall {};
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class CCSFuncConveyor: public CCSFuncWall {};
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class CCSFuncIllusionary: public CCSToggle {};
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class CCSFuncMonsterClip: public CCSFuncWall {};
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class CCSFuncRotating: public CCSEntity {};
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class CCSPendulum: public CCSEntity {};
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class CCSPointEntity: public CCSEntity {};
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class CCSStripWeapons: public CCSPointEntity {};
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class CCSInfoIntermission: public CCSPointEntity {};
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class CCSRevertSaved: public CCSPointEntity {};
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class CCSEnvGlobal: public CCSPointEntity {};
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class CCSMultiSource: public CCSPointEntity {};
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class CCSButton: public CCSToggle {};
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class CCSRotButton: public CCSButton {};
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class CCSMomentaryRotButton: public CCSToggle {};
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class CCSEnvSpark: public CCSEntity {};
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class CCSButtonTarget: public CCSEntity {};
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class CCSDoor: public CCSToggle {};
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class CCSRotDoor: public CCSDoor {};
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class CCSMomentaryDoor: public CCSToggle {};
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class CCSGib: public CCSEntity {};
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class CCSBubbling: public CCSEntity {};
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class CCSBeam: public CCSEntity {};
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class CCSLightning: public CCSBeam {};
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class CCSLaser: public CCSBeam {};
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class CCSGlow: public CCSPointEntity {};
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class CCSSprite: public CCSPointEntity {};
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class CCSBombGlow: public CCSSprite {};
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class CCSGibShooter: public CCSDelay {};
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class CCSEnvShooter: public CCSGibShooter {};
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class CCSTestEffect: public CCSDelay {};
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class CCSBlood: public CCSPointEntity {};
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class CCSShake: public CCSPointEntity {};
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class CCSFade: public CCSPointEntity {};
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class CCSMessage: public CCSPointEntity {};
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class CCSEnvFunnel: public CCSDelay {};
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class CCSEnvBeverage: public CCSDelay {};
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class CCSItemSoda: public CCSEntity {};
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class CCSShower: public CCSEntity {};
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class CCSEnvExplosion: public CCSMonster {};
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class CCSBreakable: public CCSDelay {};
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class CCSPushable: public CCSBreakable {};
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class CCSFuncTank: public CCSEntity {};
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class CCSFuncTankGun: public CCSFuncTank {};
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class CCSFuncTankLaser: public CCSFuncTank {};
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class CCSFuncTankRocket: public CCSFuncTank {};
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class CCSFuncTankMortar: public CCSFuncTank {};
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class CCSFuncTankControls: public CCSEntity {};
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class CCSRecharge: public CCSToggle {};
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class CCSCycler: public CCSMonster {};
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class CCSGenericCycler: public CCSCycler {};
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class CCSCyclerProbe: public CCSCycler {};
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class CCSCyclerSprite: public CCSEntity {};
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class CCSWeaponCycler: public CCSPlayerWeapon {};
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class CCSWreckage: public CCSMonster {};
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class CCSWorldItem: public CCSEntity {};
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class CCSItem: public CCSEntity {};
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class CCSHealthKit: public CCSItem {};
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class CCSWallHealth: public CCSToggle {};
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class CCSItemSuit: public CCSItem {};
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class CCSItemBattery: public CCSItem {};
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class CCSItemAntidote: public CCSItem {};
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class CCSItemSecurity: public CCSItem {};
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class CCSItemLongJump: public CCSItem {};
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class CCSItemKevlar: public CCSItem {};
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class CCSItemAssaultSuit: public CCSItem {};
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class CCSItemThighPack: public CCSItem {};
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class CCSGrenCatch: public CCSEntity {};
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class CCSFuncWeaponCheck: public CCSEntity {};
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class CCSHostage: public CCSMonster {};
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class CCSLight: public CCSPointEntity {};
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class CCSEnvLight: public CCSLight {};
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class CCSRuleEntity: public CCSEntity {};
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class CCSRulePointEntity: public CCSRuleEntity {};
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class CCSRuleBrushEntity: public CCSRuleEntity {};
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class CCSGameScore: public CCSRulePointEntity {};
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class CCSGameEnd: public CCSRulePointEntity {};
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class CCSGameText: public CCSRulePointEntity {};
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class CCSGameTeamMaster: public CCSRulePointEntity {};
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class CCSGameTeamSet: public CCSRulePointEntity {};
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class CCSGamePlayerZone: public CCSRuleBrushEntity {};
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class CCSGamePlayerHurt: public CCSRulePointEntity {};
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class CCSGameCounter: public CCSRulePointEntity {};
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class CCSGameCounterSet: public CCSRulePointEntity {};
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class CCSGamePlayerEquip: public CCSRulePointEntity {};
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class CCSGamePlayerTeam: public CCSRulePointEntity {};
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class CCSFuncMortarField: public CCSToggle {};
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class CCSMortar: public CCSGrenade {};
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class CCSMapInfo: public CCSPointEntity {};
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class CCSPathCorner: public CCSPointEntity {};
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class CCSPathTrack: public CCSPointEntity {};
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class CCSFuncTrackTrain: public CCSEntity {};
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class CCSFuncVehicleControls: public CCSEntity {};
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class CCSFuncVehicle: public CCSEntity {};
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class CCSPlatTrain: public CCSToggle {};
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class CCSFuncPlat: public CCSPlatTrain {};
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class CCSPlatTrigger: public CCSEntity {};
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class CCSFuncPlatRot: public CCSFuncPlat {};
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class CCSFuncTrain: public CCSPlatTrain {};
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class CCSFuncTrainControls: public CCSEntity {};
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class CCSFuncTrackChange: public CCSFuncPlatRot {};
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class CCSFuncTrackAuto: public CCSFuncTrackChange {};
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class CCSGunTarget: public CCSMonster {};
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class CCSAmbientGeneric: public CCSEntity {};
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class CCSEnvSound: public CCSPointEntity {};
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class CCSSpeaker: public CCSEntity {};
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class CCSSoundEnt: public CCSEntity {};
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class CCSUSP: public CCSPlayerWeapon {};
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class CCSMP5N: public CCSPlayerWeapon {};
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class CCSSG552: public CCSPlayerWeapon {};
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class CCSAK47: public CCSPlayerWeapon {};
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class CCSAUG: public CCSPlayerWeapon {};
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class CCSAWP: public CCSPlayerWeapon {};
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class CCSC4: public CCSPlayerWeapon {};
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class CCSDEAGLE: public CCSPlayerWeapon {};
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class CCSFlashbang: public CCSPlayerWeapon {};
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class CCSG3SG1: public CCSPlayerWeapon {};
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class CCSGLOCK18: public CCSPlayerWeapon {};
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class CCSHEGrenade: public CCSPlayerWeapon {};
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class CCSKnife: public CCSPlayerWeapon {};
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class CCSM249: public CCSPlayerWeapon {};
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class CCSM3: public CCSPlayerWeapon {};
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class CCSM4A1: public CCSPlayerWeapon {};
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class CCSMAC10: public CCSPlayerWeapon {};
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class CCSP228: public CCSPlayerWeapon {};
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class CCSP90: public CCSPlayerWeapon {};
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class CCSSCOUT: public CCSPlayerWeapon {};
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class CCSSmokeGrenade: public CCSPlayerWeapon {};
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class CCSTMP: public CCSPlayerWeapon {};
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class CCSXM1014: public CCSPlayerWeapon {};
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class CCSELITE: public CCSPlayerWeapon {};
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class CCSFiveSeven: public CCSPlayerWeapon {};
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class CCSUMP45: public CCSPlayerWeapon {};
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class CCSSG550: public CCSPlayerWeapon {};
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class CCSGalil: public CCSPlayerWeapon {};
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class CCSFamas: public CCSPlayerWeapon {};
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class CCSNullEntity: public CCSEntity {};
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class CCSDMStart: public CCSPointEntity {};
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class CCSFrictionModifier: public CCSEntity {};
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class CCSAutoTrigger: public CCSDelay {};
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class CCSTriggerRelay: public CCSDelay {};
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class CCSMultiManager: public CCSToggle {};
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class CCSRenderFxManager: public CCSEntity {};
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class CCSTrigger: public CCSToggle {};
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class CCSTriggerHurt: public CCSTrigger {};
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class CCSTriggerMonsterJump: public CCSTrigger {};
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class CCSTriggerCDAudio: public CCSTrigger {};
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class CCSTargetCDAudio: public CCSPointEntity {};
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class CCSTriggerMultiple: public CCSTrigger {};
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class CCSTriggerOnce: public CCSTriggerMultiple {};
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class CCSTriggerCounter: public CCSTrigger {};
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class CCSTriggerVolume: public CCSPointEntity {};
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class CCSFireAndDie: public CCSDelay {};
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class CCSChangeLevel: public CCSTrigger {};
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class CCSLadder: public CCSTrigger {};
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class CCSTriggerPush: public CCSTrigger {};
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class CCSTriggerTeleport: public CCSTrigger {};
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class CCSBuyZone: public CCSTrigger {};
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class CCSBombTarget: public CCSTrigger {};
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class CCSHostageRescue: public CCSTrigger {};
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class CCSEscapeZone: public CCSTrigger {};
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class CCSVIP_SafetyZone: public CCSTrigger {};
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class CCSTriggerSave: public CCSTrigger {};
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class CCSTriggerEndSection: public CCSTrigger {};
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class CCSTriggerGravity: public CCSTrigger {};
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class CCSTriggerChangeTarget: public CCSDelay {};
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class CCSTriggerCamera: public CCSDelay {};
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class CCSWeather: public CCSTrigger {};
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class CCSClientFog: public CCSEntity {};
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inline CBasePlayer *CCSPlayer::BasePlayer() const {
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return reinterpret_cast<CBasePlayer *>(this->m_pContainingEntity);
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}
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