mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 07:05:38 +03:00
561 lines
15 KiB
C++
561 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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#pragma once
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#include "utlmap.h"
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class CFrictionModifier: 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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public:
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void EXPORT ChangeFriction(CBaseEntity *pOther);
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static TYPEDESCRIPTION m_SaveData[];
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float m_frictionFraction;
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};
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#define SF_AUTO_FIREONCE BIT(0)
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#define SF_AUTO_NORESET BIT(1)
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// This trigger will fire when the level spawns (or respawns if not fire once)
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// It will check a global state before firing. It supports delay and killtargets
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class CAutoTrigger: public CBaseDelay
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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 (CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual void Think();
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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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static TYPEDESCRIPTION m_SaveData[];
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int m_globalstate;
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USE_TYPE m_triggerType;
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};
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#define SF_RELAY_FIREONCE BIT(0)
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class CTriggerRelay: public CBaseDelay
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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 (CBaseDelay::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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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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static TYPEDESCRIPTION m_SaveData[];
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USE_TYPE m_triggerType;
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};
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const int MAX_MM_TARGETS = 16; // maximum number of targets a single multi_manager entity may be assigned.
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#define SF_MULTIMAN_THREAD BIT(0)
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#define SF_MULTIMAN_CLONE BIT(31)
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// This entity when fire, will fire up to 16 targets at specified times.
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// at specified times.
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// FLAG: THREAD (create clones when triggered)
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// FLAG: CLONE (this is a clone for a threaded execution)
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class CMultiManager: public CBaseToggle
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{
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public:
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virtual void Spawn();
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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 (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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virtual BOOL HasTarget(string_t targetname);
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public:
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void EXPORT ManagerThink();
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void EXPORT ManagerUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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private:
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BOOL IsClone()
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{
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if (pev->spawnflags & SF_MULTIMAN_CLONE)
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{
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return TRUE;
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}
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return FALSE;
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}
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BOOL ShouldClone()
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{
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if (IsClone())
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{
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return FALSE;
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}
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if (pev->spawnflags & SF_MULTIMAN_THREAD)
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{
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return TRUE;
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}
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return FALSE;
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}
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CMultiManager *Clone();
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public:
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static TYPEDESCRIPTION m_SaveData[];
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int m_cTargets;
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int m_index;
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float m_startTime;
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int m_iTargetName[MAX_MM_TARGETS];
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float m_flTargetDelay[MAX_MM_TARGETS];
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};
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// Flags to indicate masking off various render parameters that are normally copied to the targets
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#define SF_RENDER_MASKFX BIT(0)
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#define SF_RENDER_MASKAMT BIT(1)
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#define SF_RENDER_MASKMODE BIT(2)
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#define SF_RENDER_MASKCOLOR BIT(3)
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// Render parameters trigger
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// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
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// to its targets when triggered.
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class CRenderFxManager: public CBaseEntity
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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 void OnDestroy();
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public:
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struct RenderGroup_t
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{
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int rendermode;
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float renderamt;
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Vector rendercolor;
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int renderfx;
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};
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CUtlMap<int, RenderGroup_t> m_RenderGroups;
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#endif
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};
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#define SF_TRIGGER_ALLOWMONSTERS BIT(0) // monsters allowed to fire this trigger
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#define SF_TRIGGER_NOCLIENTS BIT(1) // players not allowed to fire this trigger
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#define SF_TRIGGER_PUSHABLES BIT(2) // only pushables can fire this trigger
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#define SF_TRIGGER_NORESET BIT(6) // it is not allowed to be resetting on a new round
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class CBaseTrigger: public CBaseToggle
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{
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public:
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virtual void KeyValue(KeyValueData *pkvd);
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virtual int ObjectCaps() { return (CBaseToggle::ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
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public:
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void EXPORT TeleportTouch(CBaseEntity *pOther);
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void EXPORT MultiTouch(CBaseEntity *pOther);
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void EXPORT HurtTouch(CBaseEntity *pOther);
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void EXPORT CDAudioTouch(CBaseEntity *pOther);
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void ActivateMultiTrigger(CBaseEntity *pActivator);
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void EXPORT MultiWaitOver();
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void EXPORT CounterUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT ToggleUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void InitTrigger();
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#ifdef REGAMEDLL_ADD
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// For trigger_teleport TriggerTouch
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int m_iszLandmarkName = 0;
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#endif
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};
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#define SF_TRIGGER_HURT_TARGETONCE BIT(0) // Only fire hurt target once
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#define SF_TRIGGER_HURT_START_OFF BIT(1) // spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_NO_CLIENTS BIT(3) // spawnflag that makes trigger_push spawn turned OFF
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#define SF_TRIGGER_HURT_CLIENTONLYFIRE BIT(4) // trigger hurt will only fire its target if it is hurting a client
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#define SF_TRIGGER_HURT_CLIENTONLYTOUCH BIT(5) // only clients may touch this trigger.
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// Hurts anything that touches it.
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// If the trigger has a targetname, firing it will toggle state
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class CTriggerHurt: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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void EXPORT RadiationThink();
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};
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class CTriggerMonsterJump: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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virtual void Think();
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virtual void Touch(CBaseEntity *pOther);
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};
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// Starts/stops cd audio tracks
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class CTriggerCDAudio: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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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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public:
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void PlayTrack(edict_t *pEdict);
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};
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// This plays a CD track when fired or when the player enters it's radius
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class CTargetCDAudio: public CPointEntity
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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 void Think();
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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 Play(edict_t *pEdict);
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};
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#define SF_TRIGGER_MULTIPLE_NOTOUCH BIT(0)
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// Variable sized repeatable trigger. Must be targeted at one or more entities.
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// If "health" is set, the trigger must be killed to activate each time.
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// If "delay" is set, the trigger waits some time after activating before firing.
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// "wait" : Seconds between triggerings. (.2 default)
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// If notouch is set, the trigger is only fired by other entities, not by touching.
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// NOTOUCH has been obsoleted by trigger_relay!
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// sounds
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// 1) secret
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// 2) beep beep
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// 3) large switch
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// 4)
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// NEW
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// if a trigger has a NETNAME, that NETNAME will become the TARGET of the triggered object.
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class CTriggerMultiple: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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};
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// Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
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// "targetname". If "health" is set, the trigger must be killed to activate.
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// If notouch is set, the trigger is only fired by other entities, not by touching.
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// if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
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// if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
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// sounds
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// 1) secret
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// 2) beep beep
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// 3) large switch
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// 4)
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class CTriggerOnce: public CTriggerMultiple
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{
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public:
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virtual void Spawn();
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#ifdef REGAMEDLL_FIXES
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virtual void Restart();
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#endif
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};
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#define SF_TRIGGER_COUNTER_NOMESSAGE BIT(0)
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// Acts as an intermediary for an action that takes multiple inputs.
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// If nomessage is not set, it will print "1 more.. " etc when triggered and
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// "sequence complete" when finished. After the counter has been triggered "cTriggersLeft"
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// times (default 2), it will fire all of it's targets and remove itself.
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class CTriggerCounter: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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};
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// Derive from point entity so this doesn't move across levels
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class CTriggerVolume: public CPointEntity
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{
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public:
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virtual void Spawn();
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};
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// Fires a target after level transition and then dies
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class CFireAndDie: public CBaseDelay
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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 int ObjectCaps() { return (CBaseDelay::ObjectCaps() | FCAP_FORCE_TRANSITION); } // Always go across transitions
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virtual void Think();
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};
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#define SF_CHANGELEVEL_USEONLY BIT(1)
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// When the player touches this, he gets sent to the map listed in the "map" variable.
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// Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
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class CChangeLevel: public CBaseTrigger
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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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public:
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void EXPORT UseChangeLevel(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT TriggerChangeLevel();
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void EXPORT ExecuteChangeLevel();
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void EXPORT TouchChangeLevel(CBaseEntity *pOther);
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void ChangeLevelNow(CBaseEntity *pActivator);
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static edict_t *FindLandmark(const char *pLandmarkName);
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static int ChangeList(LEVELLIST *pLevelList, int maxList);
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static int AddTransitionToList(LEVELLIST *pLevelList, int listCount, const char *pMapName, const char *pLandmarkName, edict_t *pentLandmark);
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static int InTransitionVolume(CBaseEntity *pEntity, char *pVolumeName);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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char m_szMapName[MAX_MAPNAME_LENGHT]; // next map
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char m_szLandmarkName[MAX_MAPNAME_LENGHT]; // landmark on next map
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int m_changeTarget;
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float m_changeTargetDelay;
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#ifdef REGAMEDLL_FIXES
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float m_flPercentOfPlayers;
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#endif
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};
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class CLadder: public CBaseTrigger
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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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};
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#define SF_TRIGGER_PUSH_ONCE BIT(0)
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#define SF_TRIGGER_PUSH_START_OFF BIT(1) // spawnflag that makes trigger_push spawn turned OFF
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class CTriggerPush: public CBaseTrigger
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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 void Touch(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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};
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class CTriggerTeleport: public CBaseTrigger
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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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};
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class CBuyZone: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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void EXPORT BuyTouch(CBaseEntity *pOther);
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};
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class CBombTarget: public CBaseTrigger
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{
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private:
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bool IsPlayerInBombSite(CBasePlayer *pPlayer);
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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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void EXPORT BombTargetTouch(CBaseEntity *pOther);
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void EXPORT BombTargetUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef REGAMEDLL_ADD
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public:
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bool m_bStrictTouch;
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#endif
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};
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class CHostageRescue: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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public:
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void EXPORT HostageRescueTouch(CBaseEntity *pOther);
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};
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class CEscapeZone: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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void EXPORT EscapeTouch(CBaseEntity *pOther);
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};
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class CVIP_SafetyZone: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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void EXPORT VIP_SafetyTouch(CBaseEntity *pOther);
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};
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class CTriggerSave: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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void EXPORT SaveTouch(CBaseEntity *pOther);
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};
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#define SF_ENDSECTION_USEONLY BIT(0)
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class CTriggerEndSection: public CBaseTrigger
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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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public:
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void EXPORT EndSectionTouch(CBaseEntity *pOther);
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void EXPORT EndSectionUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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};
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class CTriggerGravity: public CBaseTrigger
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{
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public:
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virtual void Spawn();
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void EXPORT GravityTouch(CBaseEntity *pOther);
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};
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// this is a really bad idea.
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class CTriggerChangeTarget: public CBaseDelay
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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 Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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private:
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int m_iszNewTarget;
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};
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#define SF_CAMERA_PLAYER_POSITION BIT(0)
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#define SF_CAMERA_PLAYER_TARGET BIT(1)
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#define SF_CAMERA_PLAYER_TAKECONTROL BIT(2)
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class CTriggerCamera: public CBaseDelay
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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 Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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public:
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void EXPORT FollowTarget();
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void Move();
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static TYPEDESCRIPTION m_SaveData[];
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EntityHandle<CBasePlayer> m_hPlayer;
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EntityHandle<CBaseEntity> m_hTarget;
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CBaseEntity *m_pentPath;
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int m_sPath;
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float m_flWait;
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float m_flReturnTime;
|
|
float m_flStopTime;
|
|
float m_moveDistance;
|
|
float m_targetSpeed;
|
|
float m_initialSpeed;
|
|
float m_acceleration;
|
|
float m_deceleration;
|
|
int m_state;
|
|
};
|
|
|
|
class CWeather: public CBaseTrigger
|
|
{
|
|
public:
|
|
virtual void Spawn();
|
|
};
|
|
|
|
class CClientFog: public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn();
|
|
virtual void KeyValue(KeyValueData *pkvd);
|
|
|
|
public:
|
|
int m_iStartDist;
|
|
int m_iEndDist;
|
|
float m_fDensity;
|
|
};
|
|
|
|
void PlayCDTrack(edict_t *pClient, int iTrack);
|
|
int BuildChangeList(LEVELLIST *pLevelList, int maxList);
|
|
void NextLevel();
|