ReGameDLL_CS/regamedll/dlls/bmodels.h
2019-09-23 04:09:58 +07:00

200 lines
5.9 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.
*
*/
#pragma once
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
#define noiseStart noise1
#define noiseStop noise2
#define noiseRunning noise3
// This is just a solid wall if not inhibited
class CFuncWall: public CBaseEntity
{
public:
virtual void Spawn();
// Bmodels don't go across transitions
virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
};
#define SF_WALL_TOOGLE_START_OFF BIT(0)
#define SF_WALL_TOOGLE_NOTSOLID BIT(3)
class CFuncWallToggle: public CFuncWall
{
public:
virtual void Spawn();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
#endif
public:
void TurnOff();
void TurnOn();
BOOL IsOn();
};
#define SF_CONVEYOR_VISUAL BIT(0)
#define SF_CONVEYOR_NOTSOLID BIT(1)
class CFuncConveyor: public CFuncWall
{
public:
virtual void Spawn();
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
public:
void UpdateSpeed(float speed);
};
// A simple entity that looks solid but lets you walk through it.
class CFuncIllusionary: public CBaseToggle
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
public:
void EXPORT SloshTouch(CBaseEntity *pOther);
};
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
class CFuncMonsterClip: public CFuncWall
{
public:
virtual void Spawn();
// Clear out func_wall's use function
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) {}
};
#define SF_BRUSH_ROTATE_START_ON BIT(0)
#define SF_BRUSH_ROTATE_BACKWARDS BIT(1)
#define SF_BRUSH_ROTATE_Z_AXIS BIT(2)
#define SF_BRUSH_ROTATE_X_AXIS BIT(3)
#define SF_BRUSH_ACCDCC BIT(4) // Brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT BIT(5) // Rotating brush that inflicts pain based on rotation speed
#define SF_BRUSH_ROTATE_NOT_SOLID BIT(6) // Some special rotating objects are not solid.
#define SF_BRUSH_ROTATE_SMALLRADIUS BIT(7)
#define SF_BRUSH_ROTATE_MEDIUMRADIUS BIT(8)
#define SF_BRUSH_ROTATE_LARGERADIUS BIT(9)
const int MAX_FANPITCH = 100;
const int MIN_FANPITCH = 30;
class CFuncRotating: public CBaseEntity
{
public:
// basic functions
virtual void Spawn();
virtual void Precache();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_MUST_RESET; }
virtual void Blocked(CBaseEntity *pOther);
#ifdef REGAMEDLL_FIXES
virtual void Restart();
#endif
public:
void EXPORT SpinUp();
void EXPORT SpinDown();
void EXPORT HurtTouch(CBaseEntity *pOther);
void EXPORT RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT Rotate();
void RampPitchVol(BOOL fUp);
public:
static TYPEDESCRIPTION m_SaveData[];
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
#ifdef REGAMEDLL_FIXES
Vector m_angles;
#endif
};
#define SF_PENDULUM_START_ON BIT(0)
#define SF_PENDULUM_SWING BIT(1) // Spawnflag that makes a pendulum a rope swing
#define SF_PENDULUM_PASSABLE BIT(3)
#define SF_PENDULUM_AUTO_RETURN BIT(4)
class CPendulum: public CBaseEntity
{
public:
virtual void Spawn();
virtual void KeyValue(KeyValueData *pkvd);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
virtual void Touch(CBaseEntity *pOther);
virtual void Blocked(CBaseEntity *pOther);
public:
void EXPORT Swing();
void EXPORT PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void EXPORT Stop();
// this touch func makes the pendulum a rope
void EXPORT RopeTouch(CBaseEntity *pOther);
public:
static TYPEDESCRIPTION m_SaveData[];
float m_accel; // acceleration
float m_distance;
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
Vector m_center;
Vector m_start;
};
Vector VecBModelOrigin(entvars_t *pevBModel);