mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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159 lines
4.9 KiB
C++
159 lines
4.9 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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enum Explosions
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{
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expRandom = 0,
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expDirected,
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};
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enum Materials
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{
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matGlass = 0,
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matWood,
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matMetal,
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matFlesh,
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matCinderBlock,
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matCeilingTile,
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matComputer,
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matUnbreakableGlass,
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matRocks,
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matNone,
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matLastMaterial,
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};
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// this many shards spawned when breakable objects break
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#define NUM_SHARDS 6 // this many shards spawned when breakable objects break
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// func breakable
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#define SF_BREAK_TRIGGER_ONLY BIT(0) // may only be broken by trigger
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#define SF_BREAK_TOUCH BIT(1) // can be 'crashed through' by running player (plate glass)
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#define SF_BREAK_PRESSURE BIT(2) // can be broken by a player standing on it
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#define SF_BREAK_CROWBAR BIT(8) // instant break if hit with crowbar
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class CBreakable: public CBaseDelay
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{
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public:
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// basic functions
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virtual void Spawn();
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virtual void Precache();
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virtual void Restart();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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// To spark when hit
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virtual void TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
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// breakables use an overridden takedamage
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual int DamageDecal(int bitsDamageType);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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void EXPORT BreakTouch(CBaseEntity *pOther);
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void DamageSound();
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BOOL IsBreakable();
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BOOL SparkWhenHit();
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void EXPORT Die();
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BOOL Explodable() const { return ExplosionMagnitude() > 0; }
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int ExplosionMagnitude() const { return pev->impulse; }
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void ExplosionSetMagnitude(int magnitude) { pev->impulse = magnitude; }
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static void MaterialSoundPrecache(Materials precacheMaterial);
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static void MaterialSoundRandom(edict_t *pEdict, Materials soundMaterial, float volume);
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static const char **MaterialSoundList(Materials precacheMaterial, int &soundCount);
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static const char *m_pszSpawnObjects[32];
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static const char *m_pszSoundsWood[3];
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static const char *m_pszSoundsFlesh[6];
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static const char *m_pszSoundsMetal[3];
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static const char *m_pszSoundsConcrete[3];
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static const char *m_pszSoundsGlass[3];
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static TYPEDESCRIPTION m_SaveData[];
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public:
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Materials m_Material;
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Explosions m_Explosion;
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int m_idShard;
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float m_angle;
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int m_iszGibModel;
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int m_iszSpawnObject;
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float m_flHealth;
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};
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#define SF_PUSH_BREAKABLE BIT(7) // func_pushable (it's also func_breakable, so don't collide with those flags)
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class CPushable: public CBreakable
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{
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public:
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virtual void Spawn();
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virtual void Precache();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_CONTINUOUS_USE | FCAP_MUST_RESET; }
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual void Touch(CBaseEntity *pOther);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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public:
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void Move(CBaseEntity *pMover, int push);
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void EXPORT StopSound()
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{
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#if 0
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Vector dist = pev->oldorigin - pev->origin;
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if (dist.Length() <= 0) {
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STOP_SOUND(ENT(pev), CHAN_WEAPON, m_soundNames[m_lastSound]);
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}
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#endif
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}
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float MaxSpeed() const { return m_maxSpeed; }
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public:
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static TYPEDESCRIPTION m_SaveData[];
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static const char *m_soundNames[];
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int m_lastSound;
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float m_maxSpeed;
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float m_soundTime;
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};
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