mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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48ec89893a
Added project build mp.dll/cs.so work final the reverse-engineering for CS 1.6
206 lines
7.6 KiB
C++
206 lines
7.6 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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#ifndef BASEMONSTER_H
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#define BASEMONSTER_H
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#ifdef _WIN32
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#pragma once
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#endif
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void RadiusFlash(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore = 0, int bitsDamageType = 0);
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float GetAmountOfPlayerVisible(Vector vecSrc, CBaseEntity *entity);
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void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType);
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void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType);
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NOXREF char *vstr(float *v);
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/* <48ecff> ../cstrike/dlls/basemonster.h:18 */
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class CBaseMonster: public CBaseToggle
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{
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public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual int TakeHealth(float flHealth, int bitsDamageType);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual int BloodColor(void)
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{
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return m_bloodColor;
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}
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virtual BOOL IsAlive(void)
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{
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return (pev->deadflag != DEAD_DEAD);
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}
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virtual float ChangeYaw(int speed);
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virtual BOOL HasHumanGibs(void);
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virtual BOOL HasAlienGibs(void);
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virtual void FadeMonster(void);
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virtual void GibMonster(void);
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NOXREF virtual Activity GetDeathActivity(void);
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virtual void BecomeDead(void);
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virtual BOOL ShouldFadeOnDeath(void);
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virtual int IRelationship(CBaseEntity *pTarget);
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virtual void PainSound(void) {}
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virtual void ResetMaxSpeed(void) {}
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virtual void ReportAIState(void) {}
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virtual void MonsterInitDead(void);
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virtual void Look(int iDistance);
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virtual CBaseEntity *BestVisibleEnemy(void);
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virtual BOOL FInViewCone(CBaseEntity *pEntity);
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virtual BOOL FInViewCone(const Vector *pOrigin);
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#ifdef HOOK_GAMEDLL
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void KeyValue_(KeyValueData *pkvd);
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void TraceAttack_(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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int TakeHealth_(float flHealth, int bitsDamageType);
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void Killed_(entvars_t *pevAttacker, int iGib);
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float ChangeYaw_(int speed);
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BOOL HasHumanGibs_(void);
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BOOL HasAlienGibs_(void);
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void FadeMonster_(void);
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void GibMonster_(void);
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Activity GetDeathActivity_(void);
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void BecomeDead_(void);
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BOOL ShouldFadeOnDeath_(void);
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int IRelationship_(CBaseEntity *pTarget);
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void MonsterInitDead_(void);
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void Look_(int iDistance);
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CBaseEntity *BestVisibleEnemy_(void);
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BOOL FInViewCone_(CBaseEntity *pEntity);
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BOOL FInViewCone_(const Vector *pOrigin);
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#endif // HOOK_GAMEDLL
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public:
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void MakeIdealYaw(Vector vecTarget);
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NOXREF Activity GetSmallFlinchActivity(void);
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BOOL ShouldGibMonster(int iGib);
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void CallGibMonster(void);
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BOOL FCheckAITrigger(void);
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int DeadTakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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float DamageForce(float damage);
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void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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NOXREF void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType);
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void RadiusDamage2(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType)
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{
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::RadiusDamage2(vecSrc, pevInflictor, pevAttacker, flDamage, flDamage * (RANDOM_FLOAT(0.5, 1.5) + 3), iClassIgnore, bitsDamageType);
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}
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void SetConditions(int iConditions)
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{
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m_afConditions |= iConditions;
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}
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void ClearConditions(int iConditions)
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{
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m_afConditions &= ~iConditions;
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}
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BOOL HasConditions(int iConditions)
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{
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if (m_afConditions & iConditions)
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{
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return TRUE;
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}
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return FALSE;
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}
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BOOL HasAllConditions(int iConditions)
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{
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if ((m_afConditions & iConditions) == iConditions)
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{
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return TRUE;
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}
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return FALSE;
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}
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void Remember(int iMemory)
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{
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m_afMemory |= iMemory;
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}
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void Forget(int iMemory)
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{
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m_afMemory &= ~iMemory;
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}
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BOOL HasMemory(int iMemory)
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{
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if (m_afMemory & iMemory)
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{
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return TRUE;
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}
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return FALSE;
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}
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BOOL HasAllMemories(int iMemory)
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{
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if ((m_afMemory & iMemory) == iMemory)
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{
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return TRUE;
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}
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return FALSE;
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}
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void StopAnimation(void)
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{
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pev->framerate = 0.0;
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}
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NOXREF void CorpseFallThink(void);
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NOXREF CBaseEntity *CheckTraceHullAttack(float flDist, int iDamage, int iDmgType);
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NOXREF void MakeDamageBloodDecal(int cCount, float flNoise, TraceResult *ptr, Vector &vecDir);
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void MonsterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value)
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{
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m_IdealMonsterState = MONSTERSTATE_ALERT;
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}
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void BloodSplat(const Vector &vecSrc, const Vector &vecDir, int HitLocation, int iVelocity);
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public:
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Activity m_Activity; // what the monster is doing (animation)
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Activity m_IdealActivity; // monster should switch to this activity
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int m_LastHitGroup; // the last body region that took damage
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int m_bitsDamageType; // what types of damage has monster (player) taken
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BYTE m_rgbTimeBasedDamage[8];
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MONSTERSTATE m_MonsterState; // monster's current state
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MONSTERSTATE m_IdealMonsterState; // monster should change to this state
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int m_afConditions;
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int m_afMemory;
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float m_flNextAttack; // cannot attack again until this time
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EHANDLE m_hEnemy; // the entity that the monster is fighting.
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EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
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float m_flFieldOfView; // width of monster's field of view ( dot product )
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int m_bloodColor; // color of blood particless
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Vector m_HackedGunPos; // HACK until we can query end of gun
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Vector m_vecEnemyLKP; // last known position of enemy. (enemy's origin)
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};/* size: 404, cachelines: 7, members: 17 */
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#ifdef HOOK_GAMEDLL
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typedef void (CBaseMonster::*RADIUSDAMAGE_ENTVARS)(entvars_t *, entvars_t *, float, int, int);
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typedef void (CBaseMonster::*RADIUSDAMAGE_VECTOR)(Vector, entvars_t *, entvars_t *, float, int, int);
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typedef BOOL (CBaseMonster::*FINVIEWCONE_ENTITY)(CBaseEntity *);
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typedef BOOL (CBaseMonster::*FINVIEWCONE_VECTOR)(const Vector *);
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#endif // HOOK_GAMEDLL
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#endif // BASEMONSTER_H
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