ReGameDLL_CS/regamedll/dlls/func_tank.h
s1lentq 48ec89893a Reverse Hostages cs 1.6, SV_StudioSetupBones
Added project build mp.dll/cs.so
work final the reverse-engineering for CS 1.6
2015-12-06 01:58:53 +06:00

303 lines
8.9 KiB
C++

/*
*
* 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.
*
* 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.
*
* 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.
*
*/
#ifndef FUNC_TANK_H
#define FUNC_TANK_H
#ifdef _WIN32
#pragma once
#endif
#define SF_TANK_ACTIVE 0x0001
#define SF_TANK_PLAYER 0x0002
#define SF_TANK_HUMANS 0x0004
#define SF_TANK_ALIENS 0x0008
#define SF_TANK_LINEOFSIGHT 0x0010
#define SF_TANK_CANCONTROL 0x0020
#define SF_TANK_SOUNDON 0x8000
enum TANKBULLET
{
TANK_BULLET_NONE = 0, // Custom damage
TANK_BULLET_9MM, // env_laser (duration is 0.5 rate of fire)
TANK_BULLET_MP5, // rockets
TANK_BULLET_12MM, // explosion?
};
/* <8c75e> ../cstrike/dlls/func_tank.cpp:46 */
class CFuncTank: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual void Precache(void);
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
// Bmodels don't go across transitions
virtual int ObjectCaps(void)
{
return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
}
virtual BOOL OnControls(entvars_t *pevTest);
virtual void Think(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
virtual Vector UpdateTargetPosition(CBaseEntity *pTarget)
{
return pTarget->BodyTarget(pev->origin);
}
#ifdef HOOK_GAMEDLL
void Spawn_(void);
void Precache_(void);
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
BOOL OnControls_(entvars_t *pevTest);
void Think_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void Fire_(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#endif // HOOK_GAMEDLL
public:
void TrackTarget(void);
void StartRotSound(void);
void StopRotSound(void);
BOOL IsActive(void)
{
return (pev->spawnflags & SF_TANK_ACTIVE) == SF_TANK_ACTIVE;
}
void TankActivate(void)
{
pev->spawnflags |= SF_TANK_ACTIVE;
pev->nextthink = pev->ltime + 0.1f;
m_fireLast = 0.0f;
}
void TankDeactivate(void)
{
pev->spawnflags &= ~SF_TANK_ACTIVE;
m_fireLast = 0.0f;
StopRotSound();
}
BOOL CanFire(void)
{
return (gpGlobals->time - m_lastSightTime) < m_persist;
}
BOOL InRange(float range);
// Acquire a target. pPlayer is a player in the PVS
edict_t *FindTarget(edict_t *pPlayer);
void TankTrace(const Vector &vecStart, const Vector &vecForward, const Vector &vecSpread, TraceResult &tr);
Vector BarrelPosition(void)
{
Vector forward, right, up;
UTIL_MakeVectorsPrivate(pev->angles, forward, right, up);
return pev->origin + (forward * m_barrelPos.x) + (right * m_barrelPos.y) + (up * m_barrelPos.z);
}
void AdjustAnglesForBarrel(Vector &angles, float distance);
BOOL StartControl(CBasePlayer *pController);
void StopControl(void);
void ControllerPostFrame(void);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[26];
protected:
CBasePlayer *m_pController;
float m_flNextAttack;
Vector m_vecControllerUsePos;
float m_yawCenter; // "Center" yaw
float m_yawRate; // Max turn rate to track targets
float m_yawRange; // Range of turning motion (one-sided: 30 is +/- 30 degress from center)
// Zero is full rotation
float m_yawTolerance; // Tolerance angle
float m_pitchCenter; // "Center" pitch
float m_pitchRate; // Max turn rate on pitch
float m_pitchRange; // Range of pitch motion as above
float m_pitchTolerance; // Tolerance angle
float m_fireLast; // Last time I fired
float m_fireRate; // How many rounds/second
float m_lastSightTime; // Last time I saw target
float m_persist; // Persistence of firing (how long do I shoot when I can't see)
float m_minRange; // Minimum range to aim/track
float m_maxRange; // Max range to aim/track
Vector m_barrelPos; // Length of the freakin barrel
float m_spriteScale; // Scale of any sprites we shoot
int m_iszSpriteSmoke;
int m_iszSpriteFlash;
TANKBULLET m_bulletType; // Bullet type
int m_iBulletDamage; // 0 means use Bullet type's default damage
Vector m_sightOrigin; // Last sight of target
int m_spread; // firing spread
int m_iszMaster; // Master entity (game_team_master or multisource)
};/* size: 280, cachelines: 5, members: 28 */
/* <8c79a> ../cstrike/dlls/func_tank.cpp:719 */
class CFuncTankGun: public CFuncTank
{
public:
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#ifdef HOOK_GAMEDLL
void Fire_(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#endif // HOOK_GAMEDLL
};/* size: 280, cachelines: 5, members: 1 */
/* <8c7e8> ../cstrike/dlls/func_tank.cpp:768 */
class CFuncTankLaser: public CFuncTank
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual void Activate(void);
virtual void Think(void);
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#ifdef HOOK_GAMEDLL
void KeyValue_(KeyValueData *pkvd);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Activate_(void);
void Think_(void);
void Fire_(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#endif // HOOK_GAMEDLL
CLaser *GetLaser(void);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[2];
private:
CLaser *m_pLaser;
float m_laserTime;
};/* size: 288, cachelines: 5, members: 4 */
/* <8c836> ../cstrike/dlls/func_tank.cpp:887 */
class CFuncTankRocket: public CFuncTank
{
public:
virtual void Precache(void);
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#ifdef HOOK_GAMEDLL
void Precache_(void);
void Fire_(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#endif // HOOK_GAMEDLL
};/* size: 280, cachelines: 5, members: 1 */
/* <8c884> ../cstrike/dlls/func_tank.cpp:924 */
class CFuncTankMortar: public CFuncTank
{
public:
virtual void KeyValue(KeyValueData *pkvd);
virtual void Fire(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#ifdef HOOK_GAMEDLL
void KeyValue_(KeyValueData *pkvd);
void Fire_(const Vector &barrelEnd, const Vector &forward, entvars_t *pevAttacker);
#endif // HOOK_GAMEDLL
};/* size: 280, cachelines: 5, members: 1 */
/* <8c8d2> ../cstrike/dlls/func_tank.cpp:974 */
class CFuncTankControls: public CBaseEntity
{
public:
virtual void Spawn(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_IMPULSE_USE;
}
virtual void Think(void);
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
void Spawn_(void);
int Save_(CSave &save);
int Restore_(CRestore &restore);
void Think_(void);
void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[1];
public:
CFuncTank *m_pTank;
};/* size: 156, cachelines: 3, members: 3 */
#ifdef HOOK_GAMEDLL
#define gTankSpread (*pgTankSpread)
extern Vector gTankSpread[5];
#endif // HOOK_GAMEDLL
#ifdef HOOK_GAMEDLL
// linked objects
C_DLLEXPORT void func_tank(entvars_t *pev);
C_DLLEXPORT void func_tanklaser(entvars_t *pev);
C_DLLEXPORT void func_tankrocket(entvars_t *pev);
C_DLLEXPORT void func_tankmortar(entvars_t *pev);
C_DLLEXPORT void func_tankcontrols(entvars_t *pev);
#endif // HOOK_GAMEDLL
#endif // FUNC_TANK_H