mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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200 lines
5.9 KiB
C++
200 lines
5.9 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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// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
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#define noiseStart noise1
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#define noiseStop noise2
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#define noiseRunning noise3
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// This is just a solid wall if not inhibited
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class CFuncWall: public CBaseEntity
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{
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public:
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virtual void Spawn();
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// Bmodels don't go across transitions
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virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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};
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#define SF_WALL_TOOGLE_START_OFF BIT(0)
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#define SF_WALL_TOOGLE_NOTSOLID BIT(3)
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class CFuncWallToggle: public CFuncWall
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{
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public:
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virtual void Spawn();
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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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virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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#endif
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public:
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void TurnOff();
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void TurnOn();
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BOOL IsOn();
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};
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#define SF_CONVEYOR_VISUAL BIT(0)
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#define SF_CONVEYOR_NOTSOLID BIT(1)
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class CFuncConveyor: public CFuncWall
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{
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public:
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virtual void Spawn();
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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 UpdateSpeed(float speed);
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};
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// A simple entity that looks solid but lets you walk through it.
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class CFuncIllusionary: public CBaseToggle
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{
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public:
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virtual void Spawn();
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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public:
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void EXPORT SloshTouch(CBaseEntity *pOther);
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};
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// Monster only clip brush
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//
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// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
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// in pev->flags
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//
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// otherwise it will be invisible and not solid. This can be used to keep
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// specific monsters out of certain areas
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class CFuncMonsterClip: public CFuncWall
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{
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public:
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virtual void Spawn();
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// Clear out func_wall's use function
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) {}
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};
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#define SF_BRUSH_ROTATE_START_ON BIT(0)
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#define SF_BRUSH_ROTATE_BACKWARDS BIT(1)
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#define SF_BRUSH_ROTATE_Z_AXIS BIT(2)
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#define SF_BRUSH_ROTATE_X_AXIS BIT(3)
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#define SF_BRUSH_ACCDCC BIT(4) // Brush should accelerate and decelerate when toggled
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#define SF_BRUSH_HURT BIT(5) // Rotating brush that inflicts pain based on rotation speed
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#define SF_BRUSH_ROTATE_NOT_SOLID BIT(6) // Some special rotating objects are not solid.
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#define SF_BRUSH_ROTATE_SMALLRADIUS BIT(7)
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS BIT(8)
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#define SF_BRUSH_ROTATE_LARGERADIUS BIT(9)
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const int MAX_FANPITCH = 100;
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const int MIN_FANPITCH = 30;
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class CFuncRotating: public CBaseEntity
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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 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_MUST_RESET; }
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virtual void Blocked(CBaseEntity *pOther);
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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 EXPORT SpinUp();
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void EXPORT SpinDown();
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void EXPORT HurtTouch(CBaseEntity *pOther);
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void EXPORT RotatingUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT Rotate();
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void RampPitchVol(BOOL fUp);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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float m_flFanFriction;
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float m_flAttenuation;
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float m_flVolume;
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float m_pitch;
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int m_sounds;
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#ifdef REGAMEDLL_FIXES
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Vector m_angles;
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#endif
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};
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#define SF_PENDULUM_START_ON BIT(0)
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#define SF_PENDULUM_SWING BIT(1) // Spawnflag that makes a pendulum a rope swing
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#define SF_PENDULUM_PASSABLE BIT(3)
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#define SF_PENDULUM_AUTO_RETURN BIT(4)
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class CPendulum: public CBaseEntity
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{
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public:
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virtual void Spawn();
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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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virtual void Touch(CBaseEntity *pOther);
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virtual void Blocked(CBaseEntity *pOther);
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public:
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void EXPORT Swing();
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void EXPORT PendulumUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT Stop();
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// this touch func makes the pendulum a rope
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void EXPORT RopeTouch(CBaseEntity *pOther);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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float m_accel; // acceleration
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float m_distance;
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float m_time;
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float m_damp;
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float m_maxSpeed;
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float m_dampSpeed;
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Vector m_center;
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Vector m_start;
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};
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Vector VecBModelOrigin(entvars_t *pevBModel);
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