mirror of
https://github.com/s1lentq/ReGameDLL_CS.git
synced 2024-12-30 16:45:51 +03:00
3d252fe527
Fixed some critical bugs and typos (carrer_task, tutor, zbot and other) Added command line option `-bots` to run bots in CS 1.6 Removed the tests demo record/player from myself the project and also dependency of the steam library. Fixed the progress bar when generating a nav file.
190 lines
4.9 KiB
C++
190 lines
4.9 KiB
C++
/*
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* In addition, as a special exception, the author gives permission to
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* link the code of this program with the Half-Life Game Engine ("HL
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* Engine") and Modified Game Libraries ("MODs") developed by Valve,
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* L.L.C ("Valve"). You must obey the GNU General Public License in all
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* respects for all of the code used other than the HL Engine and MODs
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* from Valve. If you modify this file, you may extend this exception
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* to your version of the file, but you are not obligated to do so. If
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* you do not wish to do so, delete this exception statement from your
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* version.
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*
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*/
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#ifndef H_CYCLER_H
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#define H_CYCLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CCycler: 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_IMPULSE_USE); }
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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// Don't treat as a live target
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virtual BOOL IsAlive() { return FALSE; }
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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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#ifdef HOOK_GAMEDLL
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void Spawn_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void Think_();
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[1];
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int m_animate;
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};
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// we should get rid of all the other cyclers and replace them with this.
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class CGenericCycler: public CCycler
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{
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public:
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virtual void Spawn();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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#endif
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};
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// Probe droid imported for tech demo compatibility
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class CCyclerProbe: public CCycler
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{
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public:
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virtual void Spawn();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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#endif
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};
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class CCyclerSprite: public CBaseEntity
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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 int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() | FCAP_DONT_SAVE | FCAP_IMPULSE_USE); }
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virtual int TakeDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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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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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Restart_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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int TakeDamage_(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType);
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void Think_();
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void Use_(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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#endif
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public:
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void Animate(float frames);
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inline int ShouldAnimate() { return (m_animate && m_maxFrame > 1.0f); }
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[3];
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int m_animate;
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float m_lastTime;
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float m_maxFrame;
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int m_renderfx;
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int m_rendermode;
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float m_renderamt;
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vec3_t m_rendercolor;
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};
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class CWeaponCycler: public CBasePlayerWeapon
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{
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public:
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virtual void Spawn();
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virtual int GetItemInfo(ItemInfo *p) { return 0; }
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virtual BOOL Deploy();
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virtual void Holster(int skiplocal = 0);
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virtual int iItemSlot() { return 1; }
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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BOOL Deploy_();
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void Holster_(int skiplocal = 0);
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void PrimaryAttack_();
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void SecondaryAttack_();
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#endif
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public:
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int m_iszModel;
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int m_iModel;
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};
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// Flaming Wreakage
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class CWreckage: public CBaseMonster
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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 Save(CSave &save);
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virtual int Restore(CRestore &restore);
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virtual void Think();
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#ifdef HOOK_GAMEDLL
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void Spawn_();
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void Precache_();
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int Save_(CSave &save);
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int Restore_(CRestore &restore);
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void Think_();
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#endif
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public:
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static TYPEDESCRIPTION IMPL(m_SaveData)[1];
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int m_flStartTime;
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};
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#endif // H_CYCLER_H
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