mirror of
https://github.com/rehlds/rechecker.git
synced 2024-12-26 20:35:28 +03:00
fc73912229
Added support ReHLDS API 3.X Refactoring
210 lines
4.9 KiB
C++
210 lines
4.9 KiB
C++
#ifndef TRIANGLEEFFECT_H__
|
|
#define TRIANGLEEFFECT_H__
|
|
|
|
#ifdef _WIN32
|
|
#pragma once
|
|
#endif
|
|
|
|
#define TRI_COLLIDEWORLD 0x00000020
|
|
#define TRI_COLLIDEALL 0x00001000 // will collide with world and slideboxes
|
|
#define TRI_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
|
|
#define TRI_SPIRAL 0x00008000
|
|
#define TRI_ANIMATEDIE 0x00016000 //animate once and then die
|
|
#define TRI_WATERTRACE 0x00032000
|
|
|
|
|
|
#define CULL_FRUSTUM_POINT ( 1 << 0 )
|
|
#define CULL_FRUSTUM_SPHERE ( 1 << 1 )
|
|
#define CULL_FRUSTUM_PLANE ( 1 << 2 )
|
|
#define CULL_PVS ( 1 << 3 )
|
|
|
|
#define LIGHT_NONE ( 1 << 4 )
|
|
#define LIGHT_COLOR ( 1 << 5 )
|
|
#define LIGHT_INTENSITY ( 1 << 6 )
|
|
|
|
#define RENDER_FACEPLAYER ( 1 << 7 ) // m_vAngles == Player view angles
|
|
#define RENDER_FACEPLAYER_ROTATEZ ( 1 << 8 ) //Just like above but m_vAngles.z is untouched so the sprite can rotate.
|
|
|
|
|
|
#include "pman_particlemem.h"
|
|
|
|
//pure virtual baseclass
|
|
class CCoreTriangleEffect
|
|
{
|
|
private:
|
|
int m_iRenderFlags;
|
|
float m_flNextPVSCheck;
|
|
bool m_bInPVS;
|
|
|
|
int m_iCollisionFlags;
|
|
float m_flPlayerDistance; //Used for sorting the particles, DO NOT TOUCH.
|
|
|
|
public:
|
|
|
|
void * operator new(size_t size)
|
|
{
|
|
// Requested size should match size of class.
|
|
if ( size != sizeof( CCoreTriangleEffect ) )
|
|
#ifdef _WIN32
|
|
throw "Error in requested size of new particle class instance.";
|
|
#else
|
|
return NULL;
|
|
#endif
|
|
|
|
return((CCoreTriangleEffect *) CMiniMem::Instance()->newBlock());
|
|
|
|
}//this asks for a new block of memory from the MiniMen class
|
|
|
|
virtual void Think( float time ) = 0;
|
|
virtual bool CheckVisibility ( void ) = 0;
|
|
virtual void Draw( void ) = 0;
|
|
virtual void Animate( float time ) = 0;
|
|
virtual void AnimateAndDie( float time ) = 0;
|
|
virtual void Expand( float time ) = 0;
|
|
virtual void Contract( float time ) = 0;
|
|
virtual void Fade( float time ) = 0;
|
|
virtual void Spin( float time ) = 0;
|
|
virtual void CalculateVelocity( float time ) = 0;
|
|
virtual void CheckCollision( float time ) = 0;
|
|
virtual void Touch(Vector pos, Vector normal, int index) = 0;
|
|
virtual void Die ( void ) = 0;
|
|
virtual void InitializeSprite( Vector org, Vector normal, model_s * sprite, float size, float brightness ) = 0;
|
|
virtual void Force ( void ) = 0;
|
|
|
|
float m_flSize; //scale of object
|
|
float m_flScaleSpeed; //speed at which object expands
|
|
float m_flContractSpeed; //speed at which object expands
|
|
|
|
float m_flStretchX;
|
|
float m_flStretchY;
|
|
|
|
float m_flBrightness; //transparency of object
|
|
float m_flFadeSpeed; //speed at which object fades
|
|
|
|
float m_flTimeCreated; //time object was instanced
|
|
float m_flDieTime; //time to remove an object
|
|
|
|
float m_flGravity; //how effected by gravity is this object
|
|
float m_flAfterDampGrav;
|
|
float m_flDampingVelocity;
|
|
float m_flDampingTime;
|
|
|
|
int m_iFramerate;
|
|
int m_iNumFrames;
|
|
int m_iFrame;
|
|
int m_iRendermode;
|
|
|
|
Vector m_vOrigin; //object's position
|
|
Vector m_vAngles; //normal angles of object
|
|
|
|
Vector m_vAVelocity;
|
|
|
|
Vector m_vVelocity;
|
|
|
|
Vector m_vLowLeft;
|
|
Vector m_vLowRight;
|
|
Vector m_vTopLeft;
|
|
|
|
Vector m_vColor;
|
|
float m_flMass;
|
|
|
|
model_s * m_pTexture;
|
|
|
|
float m_flBounceFactor;
|
|
|
|
char m_szClassname[32];
|
|
|
|
bool m_bInWater;
|
|
bool m_bAffectedByForce;
|
|
|
|
int m_iAfterDampFlags;
|
|
|
|
void SetLightFlag ( int iFlag )
|
|
{
|
|
m_iRenderFlags &= ~( LIGHT_NONE | LIGHT_INTENSITY | LIGHT_COLOR );
|
|
m_iRenderFlags |= iFlag;
|
|
}
|
|
|
|
void SetCullFlag( int iFlag )
|
|
{
|
|
m_iRenderFlags &= ~( CULL_PVS | CULL_FRUSTUM_POINT | CULL_FRUSTUM_PLANE | CULL_FRUSTUM_SPHERE );
|
|
m_iRenderFlags |= iFlag;
|
|
}
|
|
|
|
int GetRenderFlags( void )
|
|
{
|
|
return m_iRenderFlags;
|
|
}
|
|
|
|
bool GetParticlePVS ( void )
|
|
{
|
|
return m_bInPVS;
|
|
}
|
|
|
|
void SetParticlePVS ( bool bPVSStat )
|
|
{
|
|
m_bInPVS = bPVSStat;
|
|
}
|
|
|
|
float GetNextPVSCheck( void )
|
|
{
|
|
return m_flNextPVSCheck;
|
|
}
|
|
|
|
void SetNextPVSCheck( float flTime )
|
|
{
|
|
m_flNextPVSCheck = flTime;
|
|
}
|
|
|
|
void SetCollisionFlags ( int iFlag )
|
|
{
|
|
m_iCollisionFlags |= iFlag;
|
|
}
|
|
|
|
void ClearCollisionFlags ( int iFlag )
|
|
{
|
|
m_iCollisionFlags &= ~iFlag;
|
|
}
|
|
|
|
int GetCollisionFlags ( void )
|
|
{
|
|
return m_iCollisionFlags;
|
|
}
|
|
|
|
void SetRenderFlag( int iFlag )
|
|
{
|
|
m_iRenderFlags |= iFlag;
|
|
}
|
|
|
|
float GetPlayerDistance ( void ) { return m_flPlayerDistance; }
|
|
void SetPlayerDistance ( float flDistance ) { m_flPlayerDistance = flDistance; }
|
|
|
|
protected:
|
|
float m_flOriginalSize;
|
|
Vector m_vOriginalAngles;
|
|
float m_flOriginalBrightness;
|
|
Vector m_vPrevOrigin;
|
|
|
|
float m_flNextCollisionTime;
|
|
|
|
protected:
|
|
static bool CheckSize(int size)
|
|
{
|
|
// This check will help prevent a class frome being defined later,
|
|
// that is larger than the max size MemoryPool is expecting,
|
|
// from being successfully allocated.
|
|
if (size > (unsigned long) CMiniMem::Instance()->MaxBlockSize())
|
|
{
|
|
#ifdef _WIN32
|
|
throw "New particle class is larger than memory pool max size, update lMaxParticleClassSize() function.";
|
|
#endif
|
|
return(false);
|
|
}
|
|
|
|
return(true);
|
|
}
|
|
};
|
|
|
|
|
|
#endif//TRIANGLEEFFECT_H__
|