mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
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247 lines
7.0 KiB
C++
247 lines
7.0 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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#define SF_PLAT_TOGGLE BIT(0) // The lift is no more automatically called from top and activated by stepping on it.
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// It required trigger to do so.
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class CBasePlatTrain: public CBaseToggle
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{
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public:
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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; }
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// This is done to fix spawn flag collisions between this class and a derived class
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virtual BOOL IsTogglePlat() { return (pev->spawnflags & SF_PLAT_TOGGLE) != 0; }
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public:
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static TYPEDESCRIPTION m_SaveData[];
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byte m_bMoveSnd;
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byte m_bStopSnd;
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float m_volume;
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};
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class CFuncPlat: public CBasePlatTrain
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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 Blocked(CBaseEntity *pOther);
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virtual void GoUp();
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virtual void GoDown();
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virtual void HitTop();
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virtual void HitBottom();
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public:
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void Setup();
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void EXPORT PlatUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void EXPORT CallGoDown();
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void EXPORT CallHitTop();
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void EXPORT CallHitBottom();
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};
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class CPlatTrigger: public CBaseEntity
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{
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public:
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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virtual void Touch(CBaseEntity *pOther);
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public:
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void SpawnInsideTrigger(CFuncPlat *pPlatform);
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CFuncPlat *m_pPlatform;
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};
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class CFuncPlatRot: public CFuncPlat
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{
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public:
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virtual void Spawn();
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void GoUp();
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virtual void GoDown();
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virtual void HitTop();
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virtual void HitBottom();
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public:
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void SetupRotation();
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void RotMove(Vector &destAngle, float time);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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Vector m_end;
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Vector m_start;
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};
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#define SF_TRAIN_WAIT_RETRIGGER BIT(0)
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#define SF_TRAIN_START_ON BIT(2) // Train is initially moving
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#define SF_TRAIN_PASSABLE BIT(3) // Train is not solid -- used to make water trains
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class CFuncTrain: public CBasePlatTrain
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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 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 void Activate();
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virtual void OverrideReset();
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual void Blocked(CBaseEntity *pOther);
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public:
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void EXPORT Wait();
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void EXPORT Next();
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public:
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static TYPEDESCRIPTION m_SaveData[];
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Vector m_vStartPosition;
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entvars_t *m_pevFirstTarget;
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entvars_t *m_pevCurrentTarget;
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int m_sounds;
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BOOL m_activated;
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};
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// This class defines the volume of space that the player must stand in to control the train
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class CFuncTrainControls: public CBaseEntity
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{
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public:
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virtual void Spawn();
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virtual int ObjectCaps() { return CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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public:
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void EXPORT Find();
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};
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#define SF_TRACK_ACTIVATETRAIN BIT(0)
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#define SF_TRACK_RELINK BIT(1)
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#define SF_TRACK_ROTMOVE BIT(2)
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#define SF_TRACK_STARTBOTTOM BIT(3)
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#define SF_TRACK_DONT_MOVE BIT(4)
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enum TRAIN_CODE { TRAIN_SAFE, TRAIN_BLOCKING, TRAIN_FOLLOWING };
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// This entity is a rotating/moving platform that will carry a train to a new track.
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// It must be larger in X-Y planar area than the train, since it must contain the
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// train within these dimensions in order to operate when the train is near it.
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class CFuncTrackChange: public CFuncPlatRot
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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 void OverrideReset();
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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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virtual BOOL IsTogglePlat() { return TRUE; };
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virtual void EXPORT GoUp();
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virtual void EXPORT GoDown();
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virtual void HitTop();
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virtual void HitBottom();
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virtual void UpdateAutoTargets(int toggleState);
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public:
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void EXPORT Find();
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TRAIN_CODE EvaluateTrain(CPathTrack *pcurrent);
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void UpdateTrain(Vector &dest);
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void DisableUse() { m_use = 0; }
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void EnableUse() { m_use = 1; }
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int UseEnabled() const { return m_use; }
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public:
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static TYPEDESCRIPTION m_SaveData[];
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CPathTrack *m_trackTop;
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CPathTrack *m_trackBottom;
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CFuncTrackTrain *m_train;
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int m_trackTopName;
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int m_trackBottomName;
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int m_trainName;
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TRAIN_CODE m_code;
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int m_targetState;
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int m_use;
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};
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class CFuncTrackAuto: public CFuncTrackChange
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{
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public:
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual void UpdateAutoTargets(int toggleState);
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};
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// pev->speed is the travel speed
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// pev->health is current health
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// pev->max_health is the amount to reset to each time it starts
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#define SF_GUNTARGET_START_ON BIT(0)
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class CGunTarget: public CBaseMonster
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{
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public:
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virtual void Spawn();
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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 Activate();
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virtual int Classify() { return CLASS_MACHINE; }
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virtual BOOL TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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virtual int BloodColor() { return DONT_BLEED; }
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual Vector BodyTarget(const Vector &posSrc) { return pev->origin; }
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public:
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void EXPORT Next();
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void EXPORT Start();
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void EXPORT Wait();
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void Stop();
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public:
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static TYPEDESCRIPTION m_SaveData[];
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private:
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BOOL m_on;
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};
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