ReGameDLL_CS/regamedll/dlls/h_cycler.h
s1lentq 2f82bb17ae Reversed some function from player.cpp
Better implemented static members by all objects of the class
MSVC: Added loading of custom configurations for the test demo with the launch --regamedll-cfg-init filename.cfg (NOTE: The config should be in the "tests" folder)
Gradle script: Added stuff for each the test demo and their auto-unpacking the root folder HLDS
2015-07-05 17:19:59 +06:00

208 lines
5.6 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 H_CYCLER_H
#define H_CYCLER_H
#ifdef _WIN32
#pragma once
#endif
class CCyclerSprite: public CBaseEntity
{
public:
NOBODY virtual void Spawn(void);
NOBODY virtual void Restart(void);
NOBODY virtual int Save(CSave &save);
NOBODY virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return ((CBaseEntity::ObjectCaps()|FCAP_DONT_SAVE|FCAP_IMPULSE_USE));
}
NOBODY virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
NOBODY virtual void Think(void);
NOBODY virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
NOBODY void Restart_(void);
NOBODY int Save_(CSave &save);
NOBODY int Restore_(CRestore &restore);
NOBODY int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
NOBODY void Think_(void);
NOBODY void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
NOBODY void Animate(float frames);
inline int ShouldAnimate(void)
{
return m_animate && m_maxFrame > 1.0;
}
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[3];
int m_animate;
float m_lastTime;
float m_maxFrame;
int m_renderfx;
int m_rendermode;
float m_renderamt;
vec3_t m_rendercolor;
};/* size: 188, cachelines: 3, members: 9 */
class CCycler: public CBaseMonster
{
public:
NOBODY virtual void Spawn(void);
NOBODY virtual int Save(CSave &save);
NOBODY virtual int Restore(CRestore &restore);
virtual int ObjectCaps(void)
{
return ((CBaseEntity::ObjectCaps()|FCAP_IMPULSE_USE));
}
NOBODY virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
virtual BOOL IsAlive(void)
{
return FALSE;
}
NOBODY virtual void Think(void);
NOBODY virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
NOBODY int Save_(CSave &save);
NOBODY int Restore_(CRestore &restore);
NOBODY int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
NOBODY void Think_(void);
NOBODY void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#endif // HOOK_GAMEDLL
public:
void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[1];
int m_animate;
};/* size: 408, cachelines: 7, members: 3 */
class CGenericCycler: public CCycler
{
public:
NOBODY virtual void Spawn(void);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
#endif // HOOK_GAMEDLL
};/* size: 408, cachelines: 7, members: 1 */
class CCyclerProbe: public CCycler
{
public:
NOBODY virtual void Spawn(void);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
#endif // HOOK_GAMEDLL
};/* size: 408, cachelines: 7, members: 1 */
//#include "weapons.h"
class CWeaponCycler: public CBasePlayerWeapon
{
public:
NOBODY virtual void Spawn(void);
virtual int GetItemInfo(ItemInfo *p)
{
return 0;
}
NOBODY virtual BOOL Deploy(void);
NOBODY virtual void Holster(int skiplocal = 0);
virtual int iItemSlot(void)
{
return 1;
}
NOBODY virtual void PrimaryAttack(void);
NOBODY virtual void SecondaryAttack(void);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
NOBODY BOOL Deploy_(void);
NOBODY void Holster_(int skiplocal = 0);
NOBODY void PrimaryAttack_(void);
NOBODY void SecondaryAttack_(void);
#endif // HOOK_GAMEDLL
public:
int m_iszModel;
int m_iModel;
};/* size: 344, cachelines: 6, members: 3 */
class CWreckage: public CBaseMonster
{
NOBODY virtual void Spawn(void);
NOBODY virtual void Precache(void);
NOBODY virtual int Save(CSave &save);
NOBODY virtual int Restore(CRestore &restore);
NOBODY virtual void Think(void);
#ifdef HOOK_GAMEDLL
NOBODY void Spawn_(void);
NOBODY void Precache_(void);
NOBODY int Save_(CSave &save);
NOBODY int Restore_(CRestore &restore);
NOBODY void Think_(void);
#endif // HOOK_GAMEDLL
public:
static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[1];
int m_flStartTime;
};/* size: 408, cachelines: 7, members: 3 */
#endif // H_CYCLER_H