mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-31 00:55:51 +03:00
333 lines
15 KiB
C++
333 lines
15 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 UTIL_H
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#define UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "shake.h"
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#include "activity.h"
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#include "enginecallback.h"
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#include "utlvector.h"
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#define _LOG_TRACE\
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static int iNumPassed = 0;\
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printf2(__FUNCTION__":: iNumPassed - %d", iNumPassed++);
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#define _LOG_TRACE2\
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static int iNumPassedt = 0;\
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printf2(__FUNCTION__":: iNumPassed - %d", iNumPassedt++);\
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_logf(__FUNCTION__":: iNumPassed - %d", iNumPassedt++);
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// Makes these more explicit, and easier to find
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#ifdef HOOK_GAMEDLL
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#define STD_LIST list_vs6 // use STL containers of the old version from Visual Studio 6.0 sp6
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#define STD_VECTOR vector_vs6
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#define FILE_GLOBAL static
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#define DLL_GLOBAL
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#else
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#define STD_LIST list
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#define STD_VECTOR vector
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#define FILE_GLOBAL
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#define DLL_GLOBAL
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#endif
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#define eoNullEntity 0 // Testing the three types of "entity" for nullity
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#define iStringNull 0 // Testing strings for nullity
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#define cchMapNameMost 32
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#define CBSENTENCENAME_MAX 16
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#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match CVOXFILESENTENCEMAX in engine\sound.h
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#define GROUP_OP_AND 0
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#define GROUP_OP_NAND 1
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extern globalvars_t *gpGlobals;
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#define STRING(offset) ((const char *)(gpGlobals->pStringBase + (unsigned int)(offset)))
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#define MAKE_STRING(str) ((uint64)(str) - (uint64)(STRING(0)))
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// Dot products for view cone checking
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#define VIEW_FIELD_FULL -1.0 // +-180 degrees
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#define VIEW_FIELD_WIDE -0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
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#define VIEW_FIELD_NARROW 0.7 // +-45 degrees, more narrow check used to set up ranged attacks
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#define VIEW_FIELD_ULTRA_NARROW 0.9 // +-25 degrees, more narrow check used to set up ranged attacks
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#define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients
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#define SND_STOP (1<<5) // duplicated in protocol.h stop sound
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#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
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#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
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// All monsters need this data
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#define DONT_BLEED -1
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#define BLOOD_COLOR_RED (byte)247
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#define BLOOD_COLOR_YELLOW (byte)195
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#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
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#define GERMAN_GIB_COUNT 4
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#define HUMAN_GIB_COUNT 6
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#define ALIEN_GIB_COUNT 4
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#define LANGUAGE_ENGLISH 0
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#define LANGUAGE_GERMAN 1
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#define LANGUAGE_FRENCH 2
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#define LANGUAGE_BRITISH 3
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#define SVC_TEMPENTITY 23
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#define SVC_INTERMISSION 30
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#define SVC_CDTRACK 32
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#define SVC_WEAPONANIM 35
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#define SVC_ROOMTYPE 37
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#define SVC_DIRECTOR 51
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#define SF_TRIG_PUSH_ONCE 1
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// func_rotating
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#define SF_BRUSH_ROTATE_Y_AXIS 0
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#define SF_BRUSH_ROTATE_INSTANT 1
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#define SF_BRUSH_ROTATE_BACKWARDS 2
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#define SF_BRUSH_ROTATE_Z_AXIS 4
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#define SF_BRUSH_ROTATE_X_AXIS 8
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#define SF_PENDULUM_AUTO_RETURN 16
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#define SF_PENDULUM_PASSABLE 32
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#define SF_BRUSH_ROTATE_SMALLRADIUS 128
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
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#define SF_BRUSH_ROTATE_LARGERADIUS 512
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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#define SPAWNFLAG_DROIDONLY 4
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#define VEC_HULL_MIN_Z Vector(0, 0, -36)
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#define VEC_DUCK_HULL_MIN_Z Vector(0, 0, -18)
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#define VEC_HULL_MIN Vector(-16, -16, -36)
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#define VEC_HULL_MAX Vector(16, 16, 36)
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#define VEC_VIEW Vector(0, 0, 17)
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#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18)
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#define VEC_DUCK_HULL_MAX Vector(16, 16, 32)
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#define VEC_DUCK_VIEW Vector(0, 0, 12)
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#define PLAYBACK_EVENT(flags, who, index)\
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PLAYBACK_EVENT_FULL(flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
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#define PLAYBACK_EVENT_DELAY(flags, who, index, delay)\
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PLAYBACK_EVENT_FULL(flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0)
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#ifndef HOOK_GAMEDLL
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#define __MAKE_VHOOK(fname)\
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fname
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#endif
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#define LINK_ENTITY_TO_CLASS(mapClassName, DLLClassName, DLLClassWrapName)\
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C_DLLEXPORT void EXT_FUNC mapClassName(entvars_t *pev);\
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void mapClassName(entvars_t *pev)\
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{\
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GetClassPtr<DLLClassWrapName>((DLLClassName *)pev);\
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}
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class UTIL_GroupTrace
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{
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public:
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UTIL_GroupTrace(int groupmask, int op);
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~UTIL_GroupTrace();
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private:
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int m_oldgroupmask;
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int m_oldgroupop;
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};
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// Inlines
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inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "classname", pszName); }
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inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName) { return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName); }
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inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
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inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
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inline EOFFSET OFFSET(const edict_t *pent) { return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent); }
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inline EOFFSET OFFSET(const entvars_t *pev) { return OFFSET(ENT(pev)); }
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inline entvars_t *VARS(edict_t *pent)
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{
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if (!pent)
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return NULL;
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return &pent->v;
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}
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inline entvars_t *VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); }
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inline int ENTINDEX(const edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
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inline edict_t *INDEXENT(int iEdictNum) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
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inline void MESSAGE_BEGIN(int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent) { MESSAGE_BEGIN(msg_dest, msg_type, pOrigin, ENT(ent)); }
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inline BOOL FNullEnt(EOFFSET eoffset) { return (eoffset == 0); }
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inline BOOL FNullEnt(entvars_t *pev) { return (pev == NULL || FNullEnt(OFFSET(pev))); }
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inline BOOL FNullEnt(const edict_t *pent) { return (pent == NULL || FNullEnt(OFFSET(pent))); }
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inline BOOL FStringNull(int iString) { return (iString == iStringNull); }
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inline BOOL FStrEq(const char *sz1, const char *sz2) { return (Q_strcmp(sz1, sz2) == 0); }
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inline BOOL FClassnameIs(entvars_t *pev, const char *szClassname) { return FStrEq(STRING(pev->classname), szClassname); }
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inline BOOL FClassnameIs(edict_t *pent, const char *szClassname) { return FStrEq(STRING(VARS(pent)->classname), szClassname); }
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inline void UTIL_MakeVectorsPrivate(Vector vecAngles, float *p_vForward, float *p_vRight, float *p_vUp) { g_engfuncs.pfnAngleVectors(vecAngles, p_vForward, p_vRight, p_vUp); }
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extern void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch);
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// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
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// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
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// down to 1 is a lower pitch. 150 to 70 is the realistic range.
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// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
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// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
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inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
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{
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EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
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}
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inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
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{
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EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
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}
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class CBaseEntity;
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class CBasePlayer;
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class CBasePlayerItem;
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float UTIL_WeaponTimeBase();
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unsigned int U_Random();
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void U_Srand(unsigned int seed);
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int UTIL_SharedRandomLong(unsigned int seed, int low, int high);
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float UTIL_SharedRandomFloat(unsigned int seed, float low, float high);
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void UTIL_ParametricRocket(entvars_t *pev, Vector vecOrigin, Vector vecAngles, edict_t *owner);
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void UTIL_SetGroupTrace(int groupmask, int op);
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void UTIL_UnsetGroupTrace();
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BOOL UTIL_GetNextBestWeapon(CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon);
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float UTIL_AngleMod(float a);
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float UTIL_AngleDiff(float destAngle, float srcAngle);
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Vector UTIL_VecToAngles(const Vector &vec);
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void UTIL_MoveToOrigin(edict_t *pent, const Vector &vecGoal, float flDist, int iMoveType);
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int UTIL_EntitiesInBox(CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask);
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int UTIL_MonstersInSphere(CBaseEntity **pList, int listMax, const Vector ¢er, float radius);
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CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
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CBaseEntity *UTIL_FindEntityByString_Old(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
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CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue);
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CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName);
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CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName);
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CBaseEntity *UTIL_FindEntityGeneric(const char *szWhatever, const Vector &vecSrc, float flRadius);
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CBasePlayer *UTIL_PlayerByIndex(int playerIndex);
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void UTIL_MakeVectors(const Vector &vecAngles);
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void UTIL_MakeAimVectors(const Vector &vecAngles);
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void UTIL_MakeInvVectors(const Vector &vec, globalvars_t *pgv);
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void UTIL_EmitAmbientSound(edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch);
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unsigned short FixedUnsigned16(float value, float scale);
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short FixedSigned16(float value, float scale);
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void UTIL_ScreenShake(const Vector ¢er, float amplitude, float frequency, float duration, float radius);
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void UTIL_ScreenShakeAll(const Vector ¢er, float amplitude, float frequency, float duration);
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void UTIL_ScreenFadeBuild(ScreenFade &fade, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
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void UTIL_ScreenFadeWrite(const ScreenFade &fade, CBaseEntity *pEntity);
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void UTIL_ScreenFadeAll(const Vector &color, float fadeTime, float fadeHold, int alpha, int flags);
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void UTIL_ScreenFade(CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold = 0.0f, int alpha = 0, int flags = 0);
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void UTIL_HudMessage(CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage);
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void UTIL_HudMessageAll(const hudtextparms_t &textparms, const char *pMessage);
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void UTIL_ClientPrintAll(int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL);
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void ClientPrint(entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL);
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void UTIL_SayText(const char *pText, CBaseEntity *pEntity);
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void UTIL_SayTextAll(const char *pText, CBaseEntity *pEntity);
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char *UTIL_dtos1(int d);
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char *UTIL_dtos2(int d);
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char *UTIL_dtos3(int d);
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char *UTIL_dtos4(int d);
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void UTIL_ShowMessageArgs(const char *pString, CBaseEntity *pPlayer, CUtlVector<char*> *args, bool isHint = false);
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void UTIL_ShowMessage(const char *pString, CBaseEntity *pEntity, bool isHint = false);
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void UTIL_ShowMessageAll(const char *pString, bool isHint = false);
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void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceLine(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceHull(const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
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void UTIL_TraceModel(const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
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TraceResult UTIL_GetGlobalTrace();
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void UTIL_SetSize(entvars_t *pev, const Vector &vecMin, const Vector &vecMax);
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float UTIL_VecToYaw(const Vector &vec);
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void UTIL_SetOrigin(entvars_t *pev, const Vector &vecOrigin);
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void UTIL_ParticleEffect(const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount);
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float UTIL_Approach(float target, float value, float speed);
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float_precision UTIL_ApproachAngle(float target, float value, float speed);
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float_precision UTIL_AngleDistance(float next, float cur);
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float UTIL_SplineFraction(float value, float scale);
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char *UTIL_VarArgs(char *format, ...);
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Vector UTIL_GetAimVector(edict_t *pent, float flSpeed);
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int UTIL_IsMasterTriggered(string_t sMaster, CBaseEntity *pActivator);
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BOOL UTIL_ShouldShowBlood(int color);
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int UTIL_PointContents(const Vector &vec);
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void UTIL_BloodStream(const Vector &origin, const Vector &direction, int color, int amount);
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void UTIL_BloodDrips(const Vector &origin, const Vector &direction, int color, int amount);
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Vector UTIL_RandomBloodVector();
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void UTIL_BloodDecalTrace(TraceResult *pTrace, int bloodColor);
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void UTIL_DecalTrace(TraceResult *pTrace, int decalNumber);
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void UTIL_PlayerDecalTrace(TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom);
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void UTIL_GunshotDecalTrace(TraceResult *pTrace, int decalNumber, bool ClientOnly, entvars_t *pShooter);
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void UTIL_Sparks(const Vector &position);
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void UTIL_Ricochet(const Vector &position, float scale);
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BOOL UTIL_TeamsMatch(const char *pTeamName1, const char *pTeamName2);
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void UTIL_StringToVector(float *pVector, const char *pString);
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void UTIL_StringToIntArray(int *pVector, int count, const char *pString);
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Vector UTIL_ClampVectorToBox(const Vector &input, const Vector &clampSize);
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float UTIL_WaterLevel(const Vector &position, float minz, float maxz);
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void UTIL_Bubbles(Vector mins, Vector maxs, int count);
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void UTIL_BubbleTrail(Vector from, Vector to, int count);
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void UTIL_Remove(CBaseEntity *pEntity);
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BOOL UTIL_IsValidEntity(edict_t *pent);
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void UTIL_PrecacheOther(const char *szClassname);
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void UTIL_RestartOther(const char *szClassname);
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void UTIL_RemoveOther(const char *szClassname);
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void UTIL_LogPrintf(const char *fmt, ...);
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float UTIL_DotPoints(const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir);
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void UTIL_StripToken(const char *pKey, char *pDest);
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void EntvarsKeyvalue(entvars_t *pev, KeyValueData *pkvd);
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char UTIL_TextureHit(TraceResult *ptr, Vector vecSrc, Vector vecEnd);
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int GetPlayerTeam(int index);
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bool UTIL_IsGame(const char *gameName);
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float_precision UTIL_GetPlayerGaitYaw(int playerIndex);
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int UTIL_ReadFlags(const char *c);
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bool UTIL_AreBotsAllowed();
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bool UTIL_AreHostagesImprov();
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void MAKE_STRING_CLASS(const char *str, entvars_t *pev);
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extern int g_groupmask;
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extern int g_groupop;
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#endif // UTIL_H
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