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https://github.com/rehlds/rechecker.git
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fc73912229
Added support ReHLDS API 3.X Refactoring
368 lines
12 KiB
C++
368 lines
12 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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#define GRENADETYPE_SMOKE 1
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#define GRENADETYPE_FLASH 2
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#define MAX_ITEM_COUNTS 32
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#define MAX_ENTITY 512 // We can only ever move 512 entities across a transition
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// triggers
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#define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
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#define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
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#define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
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#define SF_TRIGGER_NO_RESET 64 // it is not allowed to be restarted on a new round
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#define SF_TRIGGER_PUSH_ONCE 1
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#define SF_TRIGGER_PUSH_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
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#define SF_TRIGGER_HURT_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_NO_CLIENTS 8 // spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // trigger hurt will only fire its target if it is hurting a client
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#define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // only clients may touch this trigger.
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#define SF_AUTO_FIREONCE 0x0001
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#define SF_AUTO_NO_RESET 0x0002
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#define SF_RELAY_FIREONCE 0x0001
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#define SF_ENDSECTION_USEONLY 0x0001
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#define SF_MULTIMAN_CLONE 0x80000000
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#define SF_MULTIMAN_THREAD 0x00000001
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#define SF_CHANGELEVEL_USEONLY 0x0002
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#define SF_CAMERA_PLAYER_POSITION 1
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#define SF_CAMERA_PLAYER_TARGET 2
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#define SF_CAMERA_PLAYER_TAKECONTROL 4
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// Flags to indicate masking off various render parameters that are normally copied to the targets
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#define SF_RENDER_MASKFX (1 << 0)
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#define SF_RENDER_MASKAMT (1 << 1)
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#define SF_RENDER_MASKMODE (1 << 2)
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#define SF_RENDER_MASKCOLOR (1 << 3)
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class CFrictionModifier: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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public:
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float m_frictionFraction;
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};
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// This trigger will fire when the level spawns (or respawns if not fire once)
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// It will check a global state before firing. It supports delay and killtargets
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class CAutoTrigger: public CBaseDelay {
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public:
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual void Restart() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Think() = 0;
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public:
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int m_globalstate;
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USE_TYPE triggerType;
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};
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class CTriggerRelay: public CBaseDelay {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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public:
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USE_TYPE triggerType;
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};
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// The Multimanager Entity - when fired, will fire up to 16 targets
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// at specified times.
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// FLAG: THREAD (create clones when triggered)
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// FLAG: CLONE (this is a clone for a threaded execution)
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class CMultiManager: public CBaseToggle {
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public:
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virtual void Spawn() = 0;
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virtual void Restart() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual BOOL HasTarget(string_t targetname) = 0;
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public:
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int m_cTargets;
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int m_index;
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float m_startTime;
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int m_iTargetName[MAX_MULTI_TARGETS];
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float m_flTargetDelay[MAX_MULTI_TARGETS];
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};
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// Render parameters trigger
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//
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// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
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// to its targets when triggered.
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class CRenderFxManager: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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};
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class CBaseTrigger: public CBaseToggle {
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public:
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int ObjectCaps() = 0;
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};
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// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
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// int gfToggleState = 0; // used to determine when all radiation trigger hurts have called 'RadiationThink'
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class CTriggerHurt: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void Restart() = 0;
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virtual int ObjectCaps() = 0;
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};
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class CTriggerMonsterJump: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void Think() = 0;
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virtual void Touch(CBaseEntity *pOther) = 0;
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};
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// trigger_cdaudio - starts/stops cd audio tracks
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class CTriggerCDAudio: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void Touch(CBaseEntity *pOther) = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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};
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// This plays a CD track when fired or when the player enters it's radius
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class CTargetCDAudio: public CPointEntity {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual void Think() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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};
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// QUAKED trigger_multiple (.5 .5 .5) ? notouch
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// Variable sized repeatable trigger. Must be targeted at one or more entities.
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// If "health" is set, the trigger must be killed to activate each time.
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// If "delay" is set, the trigger waits some time after activating before firing.
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// "wait" : Seconds between triggerings. (.2 default)
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// If notouch is set, the trigger is only fired by other entities, not by touching.
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// NOTOUCH has been obsoleted by trigger_relay!
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// sounds
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// 1) secret
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// 2) beep beep
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// 3) large switch
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// 4)
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// NEW
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// if a trigger has a NETNAME, that NETNAME will become the TARGET of the triggered object.
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class CTriggerMultiple: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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// QUAKED trigger_once (.5 .5 .5) ? notouch
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// Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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// "targetname". If "health" is set, the trigger must be killed to activate.
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// If notouch is set, the trigger is only fired by other entities, not by touching.
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// if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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// if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
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// sounds
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// 1) secret
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// 2) beep beep
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// 3) large switch
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// 4)
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class CTriggerOnce: public CTriggerMultiple {
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public:
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virtual void Spawn() = 0;
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virtual void Restart() = 0;
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};
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// QUAKED trigger_counter (.5 .5 .5) ? nomessage
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// Acts as an intermediary for an action that takes multiple inputs.
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// If nomessage is not set, it will print "1 more.. " etc when triggered and
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// "sequence complete" when finished. After the counter has been triggered "cTriggersLeft"
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// times (default 2), it will fire all of it's targets and remove itself.
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class CTriggerCounter: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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// Derive from point entity so this doesn't move across levels
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class CTriggerVolume: public CPointEntity {
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public:
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virtual void Spawn() = 0;
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};
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// Fires a target after level transition and then dies
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class CFireAndDie: public CBaseDelay {
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public:
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual int ObjectCaps() = 0; // Always go across transitions
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virtual void Think() = 0;
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};
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// QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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// When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
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class CChangeLevel: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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public:
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char m_szMapName[cchMapNameMost]; // trigger_changelevel only: next map
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char m_szLandmarkName[cchMapNameMost]; // trigger_changelevel only: landmark on next map
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int m_changeTarget;
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float m_changeTargetDelay;
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};
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class CLadder: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void Precache() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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};
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class CTriggerPush: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual void Touch(CBaseEntity *pOther) = 0;
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};
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class CTriggerTeleport: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CBuyZone: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CBombTarget: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CHostageRescue: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CEscapeZone: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CVIP_SafetyZone: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CTriggerSave: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CTriggerEndSection: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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};
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class CTriggerGravity: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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// this is a really bad idea.
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class CTriggerChangeTarget: public CBaseDelay {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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private:
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int m_iszNewTarget;
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};
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class CTriggerCamera: public CBaseDelay {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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virtual int Save(CSave &save) = 0;
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virtual int Restore(CRestore &restore) = 0;
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virtual int ObjectCaps() = 0;
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
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public:
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EHANDLE m_hPlayer;
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EHANDLE m_hTarget;
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CBaseEntity *m_pentPath;
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int m_sPath;
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float m_flWait;
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float m_flReturnTime;
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float m_flStopTime;
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float m_moveDistance;
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float m_targetSpeed;
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float m_initialSpeed;
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float m_acceleration;
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float m_deceleration;
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int m_state;
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};
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class CWeather: public CBaseTrigger {
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public:
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virtual void Spawn() = 0;
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};
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class CClientFog: public CBaseEntity {
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public:
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virtual void Spawn() = 0;
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virtual void KeyValue(KeyValueData *pkvd) = 0;
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public:
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int m_iStartDist;
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int m_iEndDist;
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float m_fDensity;
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};
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