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metamod-r/metamod/include/dlls/bmodels.h
2017-07-31 20:56:51 +07:00

151 lines
4.8 KiB
C++

/*
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at
* your option) any later version.
*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
// func_rotating
#define SF_BRUSH_ROTATE_Y_AXIS 0
#define SF_BRUSH_ROTATE_INSTANT 1
#define SF_BRUSH_ROTATE_BACKWARDS 2
#define SF_BRUSH_ROTATE_Z_AXIS 4
#define SF_BRUSH_ROTATE_X_AXIS 8
#define SF_BRUSH_ACCDCC 16 // brush should accelerate and decelerate when toggled
#define SF_BRUSH_HURT 32 // rotating brush that inflicts pain based on rotation speed
#define SF_ROTATING_NOT_SOLID 64 // some special rotating objects are not solid.
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
#define SF_BRUSH_ROTATE_LARGERADIUS 512
#define FANPITCHMIN 30
#define FANPITCHMAX 100
// func_pendulum
#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
#define SF_PENDULUM_AUTO_RETURN 16
#define SF_PENDULUM_PASSABLE 32
// func_wall_toggle
#define SF_WALL_START_OFF 0x0001
#define SF_WALL_NOTSOLID 0x0008
// func_conveyor
#define SF_CONVEYOR_VISUAL 0x0001
#define SF_CONVEYOR_NOTSOLID 0x0002
// This is just a solid wall if not inhibited
class CFuncWall: public CBaseEntity {
public:
virtual void Spawn() = 0;
// Bmodels don't go across transitions
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
class CFuncWallToggle: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Restart() = 0;
virtual int ObjectCaps() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
class CFuncConveyor: public CFuncWall {
public:
virtual void Spawn() = 0;
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
// A simple entity that looks solid but lets you walk through it.
class CFuncIllusionary: public CBaseToggle {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int ObjectCaps() = 0;
};
// Monster only clip brush
//
// This brush will be solid for any entity who has the FL_MONSTERCLIP flag set
// in pev->flags
//
// otherwise it will be invisible and not solid. This can be used to keep
// specific monsters out of certain areas
class CFuncMonsterClip: public CFuncWall {
public:
virtual void Spawn() = 0;
// Clear out func_wall's use function
virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value) = 0;
};
class CFuncRotating: public CBaseEntity {
public:
// basic functions
virtual void Spawn() = 0;
virtual void Precache() = 0;
virtual void Restart() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_flFanFriction;
float m_flAttenuation;
float m_flVolume;
float m_pitch;
int m_sounds;
Vector m_angles;
};
class CPendulum: public CBaseEntity {
public:
virtual void Spawn() = 0;
virtual void KeyValue(KeyValueData *pkvd) = 0;
virtual int Save(CSave &save) = 0;
virtual int Restore(CRestore &restore) = 0;
virtual int ObjectCaps() = 0;
virtual void Touch(CBaseEntity *pOther) = 0;
virtual void Blocked(CBaseEntity *pOther) = 0;
public:
float m_accel; // Acceleration
float m_distance;
float m_time;
float m_damp;
float m_maxSpeed;
float m_dampSpeed;
Vector m_center;
Vector m_start;
};