mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-27 23:25:41 +03:00
872 lines
21 KiB
C++
872 lines
21 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 EFFECTS_H
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#define EFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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#define SF_GIBSHOOTER_REPEATABLE 1
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#define SF_FUNNEL_REVERSE 1
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#define SF_BUBBLES_STARTOFF 0x0001
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#define SF_BLOOD_RANDOM 0x0001
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#define SF_BLOOD_STREAM 0x0002
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#define SF_BLOOD_PLAYER 0x0004
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#define SF_BLOOD_DECAL 0x0008
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#define SF_SHAKE_EVERYONE 0x0001
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#define SF_SHAKE_DISRUPT 0x0002
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#define SF_SHAKE_INAIR 0x0004
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#define SF_FADE_IN 0x0001
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#define SF_FADE_MODULATE 0x0002
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#define SF_FADE_ONLYONE 0x0004
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
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#define SF_MESSAGE_ALL 0x0002 // Send to all clients
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/* <7249d> ../cstrike/dlls/effects.h:33 */
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class CSprite: public CPointEntity
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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virtual void Restart(void);
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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(void)
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{
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return ObjectCaps_();
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}
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void Restart_(void);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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int ObjectCaps_(void)
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{
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int flags = 0;
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if (pev->spawnflags & SF_SPRITE_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT AnimateThink(void);
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void EXPORT ExpandThink(void);
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void Animate(float frames);
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NOXREF void Expand(float scaleSpeed, float fadeSpeed);
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void SpriteInit(const char *pSpriteName, const Vector &origin);
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void SetAttachment(edict_t *pEntity, int attachment)
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{
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if (pEntity)
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{
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pev->skin = ENTINDEX(pEntity);
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pev->body = attachment;
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pev->aiment = pEntity;
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pev->movetype = MOVETYPE_FOLLOW;
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}
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}
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void TurnOff(void);
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void TurnOn(void);
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float Frames(void)
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{
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return m_maxFrame;
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}
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void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
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{
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pev->rendermode = rendermode;
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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pev->renderamt = a;
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pev->renderfx = fx;
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}
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void SetTexture(int spriteIndex)
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{
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pev->modelindex = spriteIndex;
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}
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void SetScale(float scale)
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{
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pev->scale = scale;
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}
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void SetColor(int r, int g, int b)
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{
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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}
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void SetBrightness(int brightness)
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{
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pev->renderamt = brightness;
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}
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void AnimateAndDie(float framerate)
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{
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SetThink(&CSprite::AnimateUntilDead);
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pev->framerate = framerate;
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pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
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pev->nextthink = gpGlobals->time;
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}
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void EXPORT AnimateUntilDead(void);
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static CSprite *SpriteCreate(const char *pSpriteName, const Vector &origin, BOOL animate);
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[2];
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private:
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float m_lastTime;
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float m_maxFrame;
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};/* size: 160, cachelines: 3, members: 4 */
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/* <723cb> ../cstrike/dlls/effects.h:105 */
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class CBeam: public CBaseEntity
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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virtual int ObjectCaps(void)
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{
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return ObjectCaps_();
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}
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virtual Vector Center(void)
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{
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return Center_();
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}
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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int ObjectCaps_(void)
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{
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int flags = 0;
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if (pev->spawnflags & SF_BEAM_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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Vector Center_(void)
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{
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return (GetStartPos() + GetEndPos()) * 0.5;
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}
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT TriggerTouch(CBaseEntity *pOther);
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void SetType(int type)
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{
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pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F);
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}
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void SetFlags(int flags)
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{
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pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0);
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}
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void SetStartPos(const Vector &pos)
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{
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pev->origin = pos;
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}
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void SetEndPos(const Vector &pos)
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{
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pev->angles = pos;
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}
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void SetStartEntity(int entityIndex);
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void SetEndEntity(int entityIndex);
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void SetStartAttachment(int attachment)
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{
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pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12);
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}
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void SetEndAttachment(int attachment)
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{
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pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12);
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}
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void SetTexture(int spriteIndex)
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{
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pev->modelindex = spriteIndex;
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}
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void SetWidth(int width)
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{
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pev->scale = width;
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}
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void SetNoise(int amplitude)
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{
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pev->body = amplitude;
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}
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void SetColor(int r, int g, int b)
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{
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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}
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void SetBrightness(int brightness)
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{
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pev->renderamt = brightness;
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}
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void SetFrame(float frame)
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{
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pev->frame = frame;
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}
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void SetScrollRate(int speed)
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{
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pev->animtime = speed;
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}
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int GetType(void)
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{
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return pev->rendermode & 0x0F;
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}
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int GetFlags(void)
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{
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return pev->rendermode & 0xF0;
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}
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int GetStartEntity(void)
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{
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return pev->sequence & 0xFFF;
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}
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int GetEndEntity(void)
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{
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return pev->skin & 0xFFF;
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}
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const Vector &GetStartPos(void);
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const Vector &GetEndPos(void);
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int GetTexture(void)
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{
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return pev->modelindex;
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}
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int GetWidth(void)
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{
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return pev->scale;
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}
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int GetNoise(void)
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{
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return pev->body;
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}
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int GetBrightness(void)
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{
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return pev->renderamt;
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}
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int GetFrame(void)
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{
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return pev->frame;
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}
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int GetScrollRate(void)
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{
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return pev->animtime;
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}
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void RelinkBeam(void);
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void DoSparks(const Vector &start, const Vector &end);
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CBaseEntity *RandomTargetname(const char *szName);
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void BeamDamage(TraceResult *ptr);
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void BeamInit(const char *pSpriteName, int width);
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void PointsInit(const Vector &start, const Vector &end);
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void PointEntInit(const Vector &start, int endIndex);
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void EntsInit(int startIndex, int endIndex);
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void HoseInit(const Vector &start, const Vector &direction);
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static CBeam *BeamCreate(const char *pSpriteName, int width);
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void LiveForTime(float time)
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{
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SetThink(&CBeam::SUB_Remove);
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pev->nextthink = gpGlobals->time + time;
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}
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void BeamDamageInstant(TraceResult *ptr, float damage)
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{
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pev->dmg = damage;
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pev->dmgtime = gpGlobals->time - 1;
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BeamDamage(ptr);
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}
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};/* size: 152, cachelines: 3, members: 1 */
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/* <72402> ../cstrike/dlls/effects.h:188 */
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class CLaser: public CBeam
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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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 Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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void TurnOn(void);
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void TurnOff(void);
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int IsOn(void);
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void FireAtPoint(TraceResult &point);
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void EXPORT StrikeThink(void);
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public:
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[3];
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public:
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CSprite *m_pSprite;
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int m_iszSpriteName;
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Vector m_firePosition;
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};/* size: 172, cachelines: 3, members: 5 */
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/* <7237e> ../cstrike/dlls/effects.cpp:36 */
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class CBubbling: public CBaseEntity
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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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(void)
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{
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return ObjectCaps_();
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}
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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int ObjectCaps_(void)
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{
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION);
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}
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT FizzThink(void);
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public:
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[3];
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public:
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int m_density;
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int m_frequency;
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int m_bubbleModel;
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int m_state;
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}; /* size: 168, cachelines: 3, members: 6 */
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/* <723e6> ../cstrike/dlls/effects.cpp:357 */
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class CLightning: public CBeam
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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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(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Activate_(void);
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT StrikeThink(void);
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void EXPORT DamageThink(void);
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void RandomArea(void);
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void RandomPoint(Vector &vecSrc);
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void Zap(const Vector &vecSrc, const Vector &vecDest);
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void EXPORT StrikeUse(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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/* <71e17> ../cstrike/dlls/effects.cpp:373 */
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inline BOOL ServerSide(void)
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{
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if (!m_life && !(pev->spawnflags & SF_BEAM_RING))
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return TRUE;
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return FALSE;
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}
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void BeamUpdateVars(void);
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public:
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[13];
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public:
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int m_active;
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int m_iszStartEntity;
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int m_iszEndEntity;
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float m_life;
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int m_boltWidth;
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int m_noiseAmplitude;
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int m_brightness;
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int m_speed;
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float m_restrike;
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int m_spriteTexture;
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int m_iszSpriteName;
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int m_frameStart;
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float m_radius;
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}; /* size: 204, cachelines: 4, members: 15 */
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/* <7244f> ../cstrike/dlls/effects.cpp:1085 */
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class CGlow: public CPointEntity
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{
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public:
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virtual void Spawn(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Think(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Think_(void);
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#endif // HOOK_GAMEDLL
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void Animate(float frames);
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public:
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[2];
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public:
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float m_lastTime;
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float m_maxFrame;
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};/* size: 160, cachelines: 3, members: 4 */
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/* <724b8> ../cstrike/dlls/effects.cpp:1146 */
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class CBombGlow: public CSprite
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{
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public:
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virtual void Spawn(void);
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virtual void Think(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Think_(void);
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#endif // HOOK_GAMEDLL
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public:
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float m_lastTime;
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float m_tmBeepPeriod;
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bool m_bSetModel;
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};/* size: 172, cachelines: 3, members: 4 */
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/* <72581> ../cstrike/dlls/effects.cpp:1413 */
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class CGibShooter: public CBaseDelay
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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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 Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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virtual CGib *CreateGib(void);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void KeyValue_(KeyValueData *pkvd);
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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CGib *CreateGib_(void);
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT ShootThink(void);
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public:
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static TYPEDESCRIPTION IMPLEMENT_ARRAY(m_SaveData)[7];
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public:
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int m_iGibs;
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int m_iGibCapacity;
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int m_iGibMaterial;
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int m_iGibModelIndex;
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float m_flGibVelocity;
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float m_flVariance;
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float m_flGibLife;
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};/* size: 188, cachelines: 3, members: 9 */
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/* <725ef> ../cstrike/dlls/effects.cpp:1592 */
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class CEnvShooter: public CGibShooter
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{
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public:
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virtual void Precache(void);
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virtual void KeyValue(KeyValueData *pkvd);
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virtual CGib *CreateGib(void);
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#ifdef HOOK_GAMEDLL
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void Precache_(void);
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void KeyValue_(KeyValueData *pkvd);
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CGib *CreateGib_(void);
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#endif // HOOK_GAMEDLL
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};/* size: 188, cachelines: 3, members: 1 */
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#define MAX_BEAM 24
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/* <7263d> ../cstrike/dlls/effects.cpp:1679 */
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class CTestEffect: public CBaseDelay
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{
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public:
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virtual void Spawn(void);
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virtual void Precache(void);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void Precache_(void);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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void EXPORT TestThink(void);
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public:
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int m_iLoop;
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int m_iBeam;
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CBeam *m_pBeam[ MAX_BEAM ];
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float m_flBeamTime[ MAX_BEAM ];
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float m_flStartTime;
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};/* size: 364, cachelines: 6, members: 6 */
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/* <72690> ../cstrike/dlls/effects.cpp:1769 */
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class CBlood: public CPointEntity
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{
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public:
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virtual void Spawn(void);
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void KeyValue_(KeyValueData *pkvd);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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/* <7205b> ../cstrike/dlls/effects.cpp:1776 */
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inline int Color(void)
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{
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return pev->impulse;
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}
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/* <72079> ../cstrike/dlls/effects.cpp:1777 */
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inline float BloodAmount(void)
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{
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return pev->dmg;
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}
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/* <72092> ../cstrike/dlls/effects.cpp:1779 */
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inline void SetColor(int color)
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{
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pev->impulse = color;
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}
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/* <720b7> ../cstrike/dlls/effects.cpp:1780 */
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inline void SetBloodAmount(float amount)
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{
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pev->dmg = amount;
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}
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public:
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Vector Direction(void);
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Vector BloodPosition(CBaseEntity *pActivator);
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};/* size: 152, cachelines: 3, members: 1 */
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/* <726de> ../cstrike/dlls/effects.cpp:1886 */
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class CShake: public CPointEntity
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{
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public:
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virtual void Spawn(void);
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void KeyValue_(KeyValueData *pkvd);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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/* <7210f> ../cstrike/dlls/effects.cpp:1893 */
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inline float Amplitude(void)
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{
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return pev->scale;
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}
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/* <7212d> ../cstrike/dlls/effects.cpp:1894 */
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inline float Frequency(void)
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{
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return pev->dmg_save;
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}
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/* <72146> ../cstrike/dlls/effects.cpp:1895 */
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inline float Duration(void)
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{
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return pev->dmg_take;
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}
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/* <7215f> ../cstrike/dlls/effects.cpp:1896 */
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inline float Radius(void)
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{
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return pev->dmg;
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}
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/* <72178> ../cstrike/dlls/effects.cpp:1898 */
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inline void SetAmplitude(float amplitude)
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{
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pev->scale = amplitude;
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}
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/* <7219d> ../cstrike/dlls/effects.cpp:1899 */
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inline void SetFrequency(float frequency)
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{
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pev->dmg_save = frequency;
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}
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/* <721c2> ../cstrike/dlls/effects.cpp:1900 */
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inline void SetDuration(float duration)
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{
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pev->dmg_take = duration;
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}
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/* <721e7> ../cstrike/dlls/effects.cpp:1901 */
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inline void SetRadius(float radius)
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{
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pev->dmg = radius;
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}
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};/* size: 152, cachelines: 3, members: 1 */
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/* <7272c> ../cstrike/dlls/effects.cpp:1964 */
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class CFade: public CPointEntity
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{
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public:
|
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virtual void Spawn(void);
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virtual void KeyValue(KeyValueData *pkvd);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#ifdef HOOK_GAMEDLL
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void Spawn_(void);
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void KeyValue_(KeyValueData *pkvd);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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public:
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/* <72231> ../cstrike/dlls/effects.cpp:1971 */
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inline float Duration(void)
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{
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return pev->dmg_take;
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}
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/* <7224f> ../cstrike/dlls/effects.cpp:1972 */
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inline float HoldTime(void)
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{
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return pev->dmg_save;
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}
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/* <72268> ../cstrike/dlls/effects.cpp:1974 */
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inline void SetDuration(float duration)
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{
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pev->dmg_take = duration;
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}
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/* <7228d> ../cstrike/dlls/effects.cpp:1975 */
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inline void SetHoldTime(float hold)
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{
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pev->dmg_save = hold;
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}
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|
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};/* size: 152, cachelines: 3, members: 1 */
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/* <7277a> ../cstrike/dlls/effects.cpp:2038 */
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class CMessage: public CPointEntity
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{
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public:
|
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virtual void Spawn(void);
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virtual void Precache(void);
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|
virtual void KeyValue(KeyValueData *pkvd);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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|
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#ifdef HOOK_GAMEDLL
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|
|
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void Spawn_(void);
|
|
void Precache_(void);
|
|
void KeyValue_(KeyValueData *pkvd);
|
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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|
|
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};/* size: 152, cachelines: 3, members: 1 */
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|
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/* <727c8> ../cstrike/dlls/effects.cpp:2145 */
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class CEnvFunnel: public CBaseDelay
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{
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public:
|
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virtual void Spawn(void);
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virtual void Precache(void);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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|
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#ifdef HOOK_GAMEDLL
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|
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void Spawn_(void);
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void Precache_(void);
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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|
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public:
|
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int m_iSprite;
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|
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};/* size: 164, cachelines: 3, members: 2 */
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|
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/* <7281b> ../cstrike/dlls/effects.cpp:2199 */
|
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class CEnvBeverage: public CBaseDelay
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
virtual void Precache(void);
|
|
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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|
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#ifdef HOOK_GAMEDLL
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|
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void Spawn_(void);
|
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void Precache_(void);
|
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif // HOOK_GAMEDLL
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|
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};/* size: 160, cachelines: 3, members: 1 */
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|
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/* <72869> ../cstrike/dlls/effects.cpp:2258 */
|
|
class CItemSoda: public CBaseEntity
|
|
{
|
|
public:
|
|
virtual void Spawn(void);
|
|
virtual void Precache(void);
|
|
|
|
#ifdef HOOK_GAMEDLL
|
|
|
|
void Spawn_(void);
|
|
void Precache_(void);
|
|
|
|
#endif // HOOK_GAMEDLL
|
|
|
|
public:
|
|
void EXPORT CanThink(void);
|
|
void EXPORT CanTouch(CBaseEntity *pOther);
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|
|
|
};/* size: 152, cachelines: 3, members: 1 */
|
|
|
|
int IsPointEntity(CBaseEntity *pEnt);
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|
|
// linked objects
|
|
C_DLLEXPORT void info_target(entvars_t *pev);
|
|
C_DLLEXPORT void env_bubbles(entvars_t *pev);
|
|
C_DLLEXPORT void beam(entvars_t *pev);
|
|
C_DLLEXPORT void env_lightning(entvars_t *pev);
|
|
C_DLLEXPORT void env_beam(entvars_t *pev);
|
|
C_DLLEXPORT void env_laser(entvars_t *pev);
|
|
C_DLLEXPORT void env_glow(entvars_t *pev);
|
|
C_DLLEXPORT void env_bombglow(entvars_t *pev);
|
|
C_DLLEXPORT void env_sprite(entvars_t *pev);
|
|
C_DLLEXPORT void gibshooter(entvars_t *pev);
|
|
C_DLLEXPORT void env_shooter(entvars_t *pev);
|
|
C_DLLEXPORT void test_effect(entvars_t *pev);
|
|
C_DLLEXPORT void env_blood(entvars_t *pev);
|
|
C_DLLEXPORT void env_shake(entvars_t *pev);
|
|
C_DLLEXPORT void env_fade(entvars_t *pev);
|
|
C_DLLEXPORT void env_message(entvars_t *pev);
|
|
C_DLLEXPORT void env_funnel(entvars_t *pev);
|
|
C_DLLEXPORT void env_beverage(entvars_t *pev);
|
|
C_DLLEXPORT void item_sodacan(entvars_t *pev);
|
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|
|
#endif // EFFECTS_H
|