Moved modified HL SDK to trunk
This commit is contained in:
127
hlsdk/dmc/dlls/Makefile
Normal file
127
hlsdk/dmc/dlls/Makefile
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@@ -0,0 +1,127 @@
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#
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# Half-Life DMC SDK 2.3 dmc_i386.so Makefile for x86 Linux
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#
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# October 2002 by Leon Hartwig (hartwig@valvesoftware.com)
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#
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DLLNAME=dmc
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ARCH=i386
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#make sure this is the correct compiler for your system
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CC=gcc
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DLL_SRCDIR=.
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ENGINE_SRCDIR=../../engine
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COMMON_SRCDIR=../../common
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PM_SHARED_SRCDIR=../pm_shared
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GAME_SHARED_SRCDIR=../../game_shared
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DLL_OBJDIR=$(DLL_SRCDIR)/obj
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PM_SHARED_OBJDIR=$(DLL_OBJDIR)/pm_shared
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GAME_SHARED_OBJDIR=$(DLL_OBJDIR)/game_shared
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BASE_CFLAGS= -Dstricmp=strcasecmp -D_strnicmp=strncasecmp -Dstrnicmp=strncasecmp -D_vsnprintf=vsnprintf\
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-DCLIENT_WEAPONS
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#safe optimization
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CFLAGS=$(BASE_CFLAGS) -Wall -Wno-non-virtual-dtor -Wno-invalid-offsetof -Werror -m486 -O1
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C_FLAGS=$(BASE_CFLAGS) -Wall -Werror -m486 -O1
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#full optimization
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#CFLAGS=$(BASE_CFLAGS) -Wall -Wno-non-virtual-dtor -Wno-invalid-offsetof -Werror -O1 -m486 -ffast-math -funroll-loops \
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-fomit-frame-pointer -fexpensive-optimizations \
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-malign-loops=2 -malign-jumps=2 -malign-functions=2
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#use these when debugging
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#CFLAGS=$(BASE_CFLAGS) -g
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INCLUDEDIRS=-I. -I$(ENGINE_SRCDIR) -I$(COMMON_SRCDIR) -I$(PM_SHARED_SRCDIR) -I$(GAME_SHARED_SRCDIR)
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LDFLAGS=
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SHLIBEXT=so
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SHLIBCFLAGS=-fPIC
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SHLIBLDFLAGS=-shared
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DO_CC=$(CC) $(CFLAGS) $(SHLIBCFLAGS) $(INCLUDEDIRS) -o $@ -c $<
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DO_C=$(CC) $(C_FLAGS) $(SHLIBCFLAGS) $(INCLUDEDIRS) -o $@ -c $<
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#############################################################################
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# SETUP AND BUILD
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# GAME
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#############################################################################
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$(DLL_OBJDIR)/%.o: $(DLL_SRCDIR)/%.cpp
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$(DO_CC)
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$(GAME_SHARED_OBJDIR)/%.o: $(GAME_SHARED_SRCDIR)/%.cpp
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$(DO_CC)
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$(PM_SHARED_OBJDIR)/%.o: $(PM_SHARED_SRCDIR)/%.c
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$(DO_C)
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OBJ = \
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$(DLL_OBJDIR)/animating.o \
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$(DLL_OBJDIR)/animation.o \
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$(DLL_OBJDIR)/bmodels.o \
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$(DLL_OBJDIR)/buttons.o \
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$(DLL_OBJDIR)/cbase.o \
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$(DLL_OBJDIR)/client.o \
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$(DLL_OBJDIR)/combat.o \
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$(DLL_OBJDIR)/doors.o \
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$(DLL_OBJDIR)/effects.o \
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$(DLL_OBJDIR)/explode.o \
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$(DLL_OBJDIR)/func_break.o \
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$(DLL_OBJDIR)/game.o \
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$(DLL_OBJDIR)/gamerules.o \
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$(DLL_OBJDIR)/globals.o \
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$(DLL_OBJDIR)/h_ai.o \
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$(DLL_OBJDIR)/h_export.o \
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$(DLL_OBJDIR)/lights.o \
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$(DLL_OBJDIR)/maprules.o \
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$(DLL_OBJDIR)/monsters.o \
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$(DLL_OBJDIR)/monsterstate.o \
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$(DLL_OBJDIR)/multiplay_gamerules.o \
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$(DLL_OBJDIR)/nodes.o \
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$(DLL_OBJDIR)/observer.o \
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$(DLL_OBJDIR)/pathcorner.o \
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$(DLL_OBJDIR)/plane.o \
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$(DLL_OBJDIR)/plats.o \
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$(DLL_OBJDIR)/player.o \
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$(DLL_OBJDIR)/quake_gun.o \
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$(DLL_OBJDIR)/quake_items.o \
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$(DLL_OBJDIR)/quake_nail.o \
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$(DLL_OBJDIR)/quake_player.o \
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$(DLL_OBJDIR)/quake_rocket.o \
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$(DLL_OBJDIR)/quake_weapons_all.o \
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$(DLL_OBJDIR)/schedule.o \
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$(DLL_OBJDIR)/singleplay_gamerules.o \
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$(DLL_OBJDIR)/skill.o \
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$(DLL_OBJDIR)/sound.o \
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$(DLL_OBJDIR)/spectator.o \
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$(DLL_OBJDIR)/subs.o \
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$(DLL_OBJDIR)/teamplay_gamerules.o \
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$(DLL_OBJDIR)/triggers.o \
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$(DLL_OBJDIR)/util.o \
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$(DLL_OBJDIR)/weapons.o \
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$(DLL_OBJDIR)/world.o \
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$(PM_SHARED_OBJDIR)/pm_shared.o \
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$(PM_SHARED_OBJDIR)/pm_math.o \
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$(PM_SHARED_OBJDIR)/pm_debug.o \
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$(GAME_SHARED_OBJDIR)/voice_gamemgr.o
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$(DLLNAME)_$(ARCH).$(SHLIBEXT) : neat $(OBJ)
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$(CC) $(CFLAGS) $(SHLIBLDFLAGS) $(LDFLAGS) -o $@ $(OBJ)
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neat:
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-mkdir -p $(DLL_OBJDIR)
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-mkdir -p $(GAME_SHARED_OBJDIR)
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-mkdir -p $(PM_SHARED_OBJDIR)
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clean:
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-rm -f $(OBJ)
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-rm -f $(DLLNAME)_$(ARCH).$(SHLIBEXT)
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spotless: clean
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-rm -rf $(GAME_SHARED_OBJDIR)
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-rm -rf $(PM_SHARED_OBJDIR)
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-rm -rf $(DLL_OBJDIR)
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109
hlsdk/dmc/dlls/activity.h
Normal file
109
hlsdk/dmc/dlls/activity.h
Normal file
@@ -0,0 +1,109 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef ACTIVITY_H
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#define ACTIVITY_H
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typedef enum {
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ACT_RESET = 0, // Set m_Activity to this invalid value to force a reset to m_IdealActivity
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ACT_IDLE = 1,
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ACT_GUARD,
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ACT_WALK,
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ACT_RUN,
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ACT_FLY, // Fly (and flap if appropriate)
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ACT_SWIM,
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ACT_HOP, // vertical jump
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ACT_LEAP, // long forward jump
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ACT_FALL,
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ACT_LAND,
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ACT_STRAFE_LEFT,
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ACT_STRAFE_RIGHT,
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ACT_ROLL_LEFT, // tuck and roll, left
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ACT_ROLL_RIGHT, // tuck and roll, right
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ACT_TURN_LEFT, // turn quickly left (stationary)
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ACT_TURN_RIGHT, // turn quickly right (stationary)
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ACT_CROUCH, // the act of crouching down from a standing position
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ACT_CROUCHIDLE, // holding body in crouched position (loops)
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ACT_STAND, // the act of standing from a crouched position
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ACT_USE,
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ACT_SIGNAL1,
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ACT_SIGNAL2,
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ACT_SIGNAL3,
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ACT_TWITCH,
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ACT_COWER,
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ACT_SMALL_FLINCH,
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ACT_BIG_FLINCH,
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ACT_RANGE_ATTACK1,
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ACT_RANGE_ATTACK2,
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ACT_MELEE_ATTACK1,
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ACT_MELEE_ATTACK2,
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ACT_RELOAD,
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ACT_ARM, // pull out gun, for instance
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ACT_DISARM, // reholster gun
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ACT_EAT, // monster chowing on a large food item (loop)
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ACT_DIESIMPLE,
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ACT_DIEBACKWARD,
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ACT_DIEFORWARD,
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ACT_DIEVIOLENT,
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ACT_BARNACLE_HIT, // barnacle tongue hits a monster
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ACT_BARNACLE_PULL, // barnacle is lifting the monster ( loop )
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ACT_BARNACLE_CHOMP, // barnacle latches on to the monster
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ACT_BARNACLE_CHEW, // barnacle is holding the monster in its mouth ( loop )
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ACT_SLEEP,
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ACT_INSPECT_FLOOR, // for active idles, look at something on or near the floor
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ACT_INSPECT_WALL, // for active idles, look at something directly ahead of you ( doesn't HAVE to be a wall or on a wall )
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ACT_IDLE_ANGRY, // alternate idle animation in which the monster is clearly agitated. (loop)
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ACT_WALK_HURT, // limp (loop)
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ACT_RUN_HURT, // limp (loop)
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ACT_HOVER, // Idle while in flight
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ACT_GLIDE, // Fly (don't flap)
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ACT_FLY_LEFT, // Turn left in flight
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ACT_FLY_RIGHT, // Turn right in flight
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ACT_DETECT_SCENT, // this means the monster smells a scent carried by the air
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ACT_SNIFF, // this is the act of actually sniffing an item in front of the monster
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ACT_BITE, // some large monsters can eat small things in one bite. This plays one time, EAT loops.
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ACT_THREAT_DISPLAY, // without attacking, monster demonstrates that it is angry. (Yell, stick out chest, etc )
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ACT_FEAR_DISPLAY, // monster just saw something that it is afraid of
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ACT_EXCITED, // for some reason, monster is excited. Sees something he really likes to eat, or whatever.
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ACT_SPECIAL_ATTACK1, // very monster specific special attacks.
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ACT_SPECIAL_ATTACK2,
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ACT_COMBAT_IDLE, // agitated idle.
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ACT_WALK_SCARED,
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ACT_RUN_SCARED,
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ACT_VICTORY_DANCE, // killed a player, do a victory dance.
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ACT_DIE_HEADSHOT, // die, hit in head.
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ACT_DIE_CHESTSHOT, // die, hit in chest
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ACT_DIE_GUTSHOT, // die, hit in gut
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ACT_DIE_BACKSHOT, // die, hit in back
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ACT_FLINCH_HEAD,
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ACT_FLINCH_CHEST,
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ACT_FLINCH_STOMACH,
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ACT_FLINCH_LEFTARM,
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ACT_FLINCH_RIGHTARM,
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ACT_FLINCH_LEFTLEG,
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ACT_FLINCH_RIGHTLEG,
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} Activity;
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typedef struct {
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int type;
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char *name;
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} activity_map_t;
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extern activity_map_t activity_map[];
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#endif //ACTIVITY_H
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97
hlsdk/dmc/dlls/activitymap.h
Normal file
97
hlsdk/dmc/dlls/activitymap.h
Normal file
@@ -0,0 +1,97 @@
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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
|
||||
*
|
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* Use, distribution, and modification of this source code and/or resulting
|
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* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
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*
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****/
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#define _A( a ) { a, #a }
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activity_map_t activity_map[] =
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{
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_A( ACT_IDLE ),
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_A( ACT_GUARD ),
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_A( ACT_WALK ),
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_A( ACT_RUN ),
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_A( ACT_FLY ),
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_A( ACT_SWIM ),
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_A( ACT_HOP ),
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_A( ACT_LEAP ),
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_A( ACT_FALL ),
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_A( ACT_LAND ),
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_A( ACT_STRAFE_LEFT ),
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_A( ACT_STRAFE_RIGHT ),
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_A( ACT_ROLL_LEFT ),
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_A( ACT_ROLL_RIGHT ),
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_A( ACT_TURN_LEFT ),
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_A( ACT_TURN_RIGHT ),
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_A( ACT_CROUCH ),
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_A( ACT_CROUCHIDLE ),
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_A( ACT_STAND ),
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_A( ACT_USE ),
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_A( ACT_SIGNAL1 ),
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_A( ACT_SIGNAL2 ),
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_A( ACT_SIGNAL3 ),
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_A( ACT_TWITCH ),
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_A( ACT_COWER ),
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_A( ACT_SMALL_FLINCH ),
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_A( ACT_BIG_FLINCH ),
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_A( ACT_RANGE_ATTACK1 ),
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_A( ACT_RANGE_ATTACK2 ),
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_A( ACT_MELEE_ATTACK1 ),
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_A( ACT_MELEE_ATTACK2 ),
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_A( ACT_RELOAD ),
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||||
_A( ACT_ARM ),
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||||
_A( ACT_DISARM ),
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_A( ACT_EAT ),
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_A( ACT_DIESIMPLE ),
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_A( ACT_DIEBACKWARD ),
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_A( ACT_DIEFORWARD ),
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_A( ACT_DIEVIOLENT ),
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_A( ACT_BARNACLE_HIT ),
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_A( ACT_BARNACLE_PULL ),
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_A( ACT_BARNACLE_CHOMP ),
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||||
_A( ACT_BARNACLE_CHEW ),
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||||
_A( ACT_SLEEP ),
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_A( ACT_INSPECT_FLOOR ),
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||||
_A( ACT_INSPECT_WALL ),
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_A( ACT_IDLE_ANGRY ),
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||||
_A( ACT_WALK_HURT ),
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_A( ACT_RUN_HURT ),
|
||||
_A( ACT_HOVER ),
|
||||
_A( ACT_GLIDE ),
|
||||
_A( ACT_FLY_LEFT ),
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||||
_A( ACT_FLY_RIGHT ),
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||||
_A( ACT_DETECT_SCENT ),
|
||||
_A( ACT_SNIFF ),
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||||
_A( ACT_BITE ),
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||||
_A( ACT_THREAT_DISPLAY ),
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||||
_A( ACT_FEAR_DISPLAY ),
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||||
_A( ACT_EXCITED ),
|
||||
_A( ACT_SPECIAL_ATTACK1 ),
|
||||
_A( ACT_SPECIAL_ATTACK2 ),
|
||||
_A( ACT_COMBAT_IDLE ),
|
||||
_A( ACT_WALK_SCARED ),
|
||||
_A( ACT_RUN_SCARED ),
|
||||
_A( ACT_VICTORY_DANCE ),
|
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_A( ACT_DIE_HEADSHOT ),
|
||||
_A( ACT_DIE_CHESTSHOT ),
|
||||
_A( ACT_DIE_GUTSHOT ),
|
||||
_A( ACT_DIE_BACKSHOT ),
|
||||
_A( ACT_FLINCH_HEAD ),
|
||||
_A( ACT_FLINCH_CHEST ),
|
||||
_A( ACT_FLINCH_STOMACH ),
|
||||
_A( ACT_FLINCH_LEFTARM ),
|
||||
_A( ACT_FLINCH_RIGHTARM ),
|
||||
_A( ACT_FLINCH_LEFTLEG ),
|
||||
_A( ACT_FLINCH_RIGHTLEG ),
|
||||
{ 0, NULL }
|
||||
};
|
||||
313
hlsdk/dmc/dlls/animating.cpp
Normal file
313
hlsdk/dmc/dlls/animating.cpp
Normal file
@@ -0,0 +1,313 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== monsters.cpp ========================================================
|
||||
|
||||
Monster-related utility code
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "animation.h"
|
||||
#include "saverestore.h"
|
||||
|
||||
TYPEDESCRIPTION CBaseAnimating::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CBaseMonster, m_flFrameRate, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseMonster, m_flGroundSpeed, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseMonster, m_flLastEventCheck, FIELD_TIME ),
|
||||
DEFINE_FIELD( CBaseMonster, m_fSequenceFinished, FIELD_BOOLEAN ),
|
||||
DEFINE_FIELD( CBaseMonster, m_fSequenceLoops, FIELD_BOOLEAN ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CBaseAnimating, CBaseDelay );
|
||||
|
||||
|
||||
//=========================================================
|
||||
// StudioFrameAdvance - advance the animation frame up to the current time
|
||||
// if an flInterval is passed in, only advance animation that number of seconds
|
||||
//=========================================================
|
||||
float CBaseAnimating :: StudioFrameAdvance ( float flInterval )
|
||||
{
|
||||
if (flInterval == 0.0)
|
||||
{
|
||||
flInterval = (gpGlobals->time - pev->animtime);
|
||||
if (flInterval <= 0.001)
|
||||
{
|
||||
pev->animtime = gpGlobals->time;
|
||||
return 0.0;
|
||||
}
|
||||
}
|
||||
if (! pev->animtime)
|
||||
flInterval = 0.0;
|
||||
|
||||
pev->frame += flInterval * m_flFrameRate * pev->framerate;
|
||||
pev->animtime = gpGlobals->time;
|
||||
|
||||
if (pev->frame < 0.0 || pev->frame >= 256.0)
|
||||
{
|
||||
if (m_fSequenceLoops)
|
||||
pev->frame -= (int)(pev->frame / 256.0) * 256.0;
|
||||
else
|
||||
pev->frame = (pev->frame < 0.0) ? 0 : 255;
|
||||
m_fSequenceFinished = TRUE; // just in case it wasn't caught in GetEvents
|
||||
}
|
||||
|
||||
return flInterval;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// LookupActivity
|
||||
//=========================================================
|
||||
int CBaseAnimating :: LookupActivity ( int activity )
|
||||
{
|
||||
ASSERT( activity != 0 );
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupActivity( pmodel, pev, activity );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// LookupActivityHeaviest
|
||||
//
|
||||
// Get activity with highest 'weight'
|
||||
//
|
||||
//=========================================================
|
||||
int CBaseAnimating :: LookupActivityHeaviest ( int activity )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupActivityHeaviest( pmodel, pev, activity );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CBaseAnimating :: LookupSequence ( const char *label )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::LookupSequence( pmodel, label );
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CBaseAnimating :: ResetSequenceInfo ( )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
GetSequenceInfo( pmodel, pev, &m_flFrameRate, &m_flGroundSpeed );
|
||||
m_fSequenceLoops = ((GetSequenceFlags() & STUDIO_LOOPING) != 0);
|
||||
pev->animtime = gpGlobals->time;
|
||||
pev->framerate = 1.0;
|
||||
m_fSequenceFinished = FALSE;
|
||||
m_flLastEventCheck = gpGlobals->time;
|
||||
}
|
||||
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CBaseAnimating :: GetSequenceFlags( )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::GetSequenceFlags( pmodel, pev );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// DispatchAnimEvents
|
||||
//=========================================================
|
||||
void CBaseAnimating :: DispatchAnimEvents ( float flInterval )
|
||||
{
|
||||
MonsterEvent_t event;
|
||||
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
if ( !pmodel )
|
||||
{
|
||||
ALERT( at_aiconsole, "Gibbed monster is thinking!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
// FIXME: I have to do this or some events get missed, and this is probably causing the problem below
|
||||
flInterval = 0.1;
|
||||
|
||||
// FIX: this still sometimes hits events twice
|
||||
float flStart = pev->frame + (m_flLastEventCheck - pev->animtime) * m_flFrameRate * pev->framerate;
|
||||
float flEnd = pev->frame + flInterval * m_flFrameRate * pev->framerate;
|
||||
m_flLastEventCheck = pev->animtime + flInterval;
|
||||
|
||||
m_fSequenceFinished = FALSE;
|
||||
if (flEnd >= 256 || flEnd <= 0.0)
|
||||
m_fSequenceFinished = TRUE;
|
||||
|
||||
int index = 0;
|
||||
|
||||
while ( (index = GetAnimationEvent( pmodel, pev, &event, flStart, flEnd, index ) ) != 0 )
|
||||
{
|
||||
HandleAnimEvent( &event );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CBaseAnimating :: SetBoneController ( int iController, float flValue )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return SetController( pmodel, pev, iController, flValue );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CBaseAnimating :: InitBoneControllers ( void )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
SetController( pmodel, pev, 0, 0.0 );
|
||||
SetController( pmodel, pev, 1, 0.0 );
|
||||
SetController( pmodel, pev, 2, 0.0 );
|
||||
SetController( pmodel, pev, 3, 0.0 );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CBaseAnimating :: SetBlending ( int iBlender, float flValue )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
return ::SetBlending( pmodel, pev, iBlender, flValue );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CBaseAnimating :: GetBonePosition ( int iBone, Vector &origin, Vector &angles )
|
||||
{
|
||||
GET_BONE_POSITION( ENT(pev), iBone, origin, angles );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CBaseAnimating :: GetAttachment ( int iAttachment, Vector &origin, Vector &angles )
|
||||
{
|
||||
GET_ATTACHMENT( ENT(pev), iAttachment, origin, angles );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CBaseAnimating :: FindTransition( int iEndingSequence, int iGoalSequence, int *piDir )
|
||||
{
|
||||
void *pmodel = GET_MODEL_PTR( ENT(pev) );
|
||||
|
||||
if (piDir == NULL)
|
||||
{
|
||||
int iDir;
|
||||
int sequence = ::FindTransition( pmodel, iEndingSequence, iGoalSequence, &iDir );
|
||||
if (iDir != 1)
|
||||
return -1;
|
||||
else
|
||||
return sequence;
|
||||
}
|
||||
|
||||
return ::FindTransition( pmodel, iEndingSequence, iGoalSequence, piDir );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CBaseAnimating :: GetAutomovement( Vector &origin, Vector &angles, float flInterval )
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
void CBaseAnimating :: SetBodygroup( int iGroup, int iValue )
|
||||
{
|
||||
::SetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup, iValue );
|
||||
}
|
||||
|
||||
int CBaseAnimating :: GetBodygroup( int iGroup )
|
||||
{
|
||||
return ::GetBodygroup( GET_MODEL_PTR( ENT(pev) ), pev, iGroup );
|
||||
}
|
||||
|
||||
|
||||
int CBaseAnimating :: ExtractBbox( int sequence, float *mins, float *maxs )
|
||||
{
|
||||
return ::ExtractBbox( GET_MODEL_PTR( ENT(pev) ), sequence, mins, maxs );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
|
||||
void CBaseAnimating :: SetSequenceBox( void )
|
||||
{
|
||||
Vector mins, maxs;
|
||||
|
||||
// Get sequence bbox
|
||||
if ( ExtractBbox( pev->sequence, mins, maxs ) )
|
||||
{
|
||||
// expand box for rotation
|
||||
// find min / max for rotations
|
||||
float yaw = pev->angles.y * (M_PI / 180.0);
|
||||
|
||||
Vector xvector, yvector;
|
||||
xvector.x = cos(yaw);
|
||||
xvector.y = sin(yaw);
|
||||
yvector.x = -sin(yaw);
|
||||
yvector.y = cos(yaw);
|
||||
Vector bounds[2];
|
||||
|
||||
bounds[0] = mins;
|
||||
bounds[1] = maxs;
|
||||
|
||||
Vector rmin( 9999, 9999, 9999 );
|
||||
Vector rmax( -9999, -9999, -9999 );
|
||||
Vector base, transformed;
|
||||
|
||||
for (int i = 0; i <= 1; i++ )
|
||||
{
|
||||
base.x = bounds[i].x;
|
||||
for ( int j = 0; j <= 1; j++ )
|
||||
{
|
||||
base.y = bounds[j].y;
|
||||
for ( int k = 0; k <= 1; k++ )
|
||||
{
|
||||
base.z = bounds[k].z;
|
||||
|
||||
// transform the point
|
||||
transformed.x = xvector.x*base.x + yvector.x*base.y;
|
||||
transformed.y = xvector.y*base.x + yvector.y*base.y;
|
||||
transformed.z = base.z;
|
||||
|
||||
for ( int l = 0; l < 3; l++ )
|
||||
{
|
||||
if (transformed[l] < rmin[l])
|
||||
rmin[l] = transformed[l];
|
||||
if (transformed[l] > rmax[l])
|
||||
rmax[l] = transformed[l];
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
rmin.z = 0;
|
||||
rmax.z = rmin.z + 1;
|
||||
UTIL_SetSize( pev, rmin, rmax );
|
||||
}
|
||||
}
|
||||
|
||||
535
hlsdk/dmc/dlls/animation.cpp
Normal file
535
hlsdk/dmc/dlls/animation.cpp
Normal file
@@ -0,0 +1,535 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include <stdio.h>
|
||||
#include <stdlib.h>
|
||||
#include <string.h>
|
||||
|
||||
#if defined _MSC_VER && _MSC_VER >= 1400
|
||||
#ifndef _CRT_SECURE_NO_DEPRECATE
|
||||
#define _CRT_SECURE_NO_DEPRECATE
|
||||
#endif
|
||||
|
||||
#pragma warning(disable: 4996) // deprecated functions
|
||||
#endif
|
||||
|
||||
typedef bool BOOL;
|
||||
|
||||
// hack into header files that we can ship
|
||||
typedef int qboolean;
|
||||
typedef unsigned char byte;
|
||||
#include "../utils/common/mathlib.h"
|
||||
#include "const.h"
|
||||
|
||||
#include "progdefs.h"
|
||||
#include "edict.h"
|
||||
#include "eiface.h"
|
||||
|
||||
#include "studio.h"
|
||||
|
||||
#include "../engine/studio.h"
|
||||
|
||||
#ifndef ACTIVITY_H
|
||||
#include "activity.h"
|
||||
#endif
|
||||
|
||||
#include "activitymap.h"
|
||||
|
||||
#ifndef ANIMATION_H
|
||||
#include "animation.h"
|
||||
#endif
|
||||
|
||||
#ifndef SCRIPTEVENT_H
|
||||
#include "scriptevent.h"
|
||||
#endif
|
||||
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#include "enginecallback.h"
|
||||
#endif
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning( disable : 4244 )
|
||||
#endif
|
||||
|
||||
|
||||
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
mins[0] = pseqdesc[ sequence ].bbmin[0];
|
||||
mins[1] = pseqdesc[ sequence ].bbmin[1];
|
||||
mins[2] = pseqdesc[ sequence ].bbmin[2];
|
||||
|
||||
maxs[0] = pseqdesc[ sequence ].bbmax[0];
|
||||
maxs[1] = pseqdesc[ sequence ].bbmax[1];
|
||||
maxs[2] = pseqdesc[ sequence ].bbmax[2];
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int LookupActivity( void *pmodel, entvars_t *pev, int activity )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
int weighttotal = 0;
|
||||
int seq = ACTIVITY_NOT_AVAILABLE;
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].activity == activity)
|
||||
{
|
||||
weighttotal += pseqdesc[i].actweight;
|
||||
if (!weighttotal || RANDOM_LONG(0,weighttotal-1) < pseqdesc[i].actweight)
|
||||
seq = i;
|
||||
}
|
||||
}
|
||||
|
||||
return seq;
|
||||
}
|
||||
|
||||
|
||||
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
int weight = 0;
|
||||
int seq = ACTIVITY_NOT_AVAILABLE;
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].activity == activity)
|
||||
{
|
||||
if ( pseqdesc[i].actweight > weight )
|
||||
{
|
||||
weight = pseqdesc[i].actweight;
|
||||
seq = i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return seq;
|
||||
}
|
||||
|
||||
void GetEyePosition ( void *pmodel, float *vecEyePosition )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
|
||||
if ( !pstudiohdr )
|
||||
{
|
||||
ALERT ( at_console, "GetEyePosition() Can't get pstudiohdr ptr!\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
VectorCopy ( pstudiohdr->eyeposition, vecEyePosition );
|
||||
}
|
||||
|
||||
int LookupSequence( void *pmodel, const char *label )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
for (int i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (stricmp( pseqdesc[i].label, label ) == 0)
|
||||
return i;
|
||||
}
|
||||
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
int IsSoundEvent( int eventNumber )
|
||||
{
|
||||
if ( eventNumber == SCRIPT_EVENT_SOUND || eventNumber == SCRIPT_EVENT_SOUND_VOICE )
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void SequencePrecache( void *pmodel, const char *pSequenceName )
|
||||
{
|
||||
int index = LookupSequence( pmodel, pSequenceName );
|
||||
if ( index >= 0 )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || index >= pstudiohdr->numseq )
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
mstudioevent_t *pevent;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + index;
|
||||
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
|
||||
|
||||
for (int i = 0; i < pseqdesc->numevents; i++)
|
||||
{
|
||||
// Don't send client-side events to the server AI
|
||||
if ( pevent[i].event >= EVENT_CLIENT )
|
||||
continue;
|
||||
|
||||
// UNDONE: Add a callback to check to see if a sound is precached yet and don't allocate a copy
|
||||
// of it's name if it is.
|
||||
if ( IsSoundEvent( pevent[i].event ) )
|
||||
{
|
||||
if ( !strlen(pevent[i].options) )
|
||||
{
|
||||
ALERT( at_error, "Bad sound event %d in sequence %s :: %s (sound is \"%s\")\n", pevent[i].event, pstudiohdr->name, pSequenceName, pevent[i].options );
|
||||
}
|
||||
|
||||
PRECACHE_SOUND( (char *)(gpGlobals->pStringBase + ALLOC_STRING(pevent[i].options) ) );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
if (pev->sequence >= pstudiohdr->numseq)
|
||||
{
|
||||
*pflFrameRate = 0.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
return;
|
||||
}
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
*pflFrameRate = 256 * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
*pflGroundSpeed = sqrt( pseqdesc->linearmovement[0]*pseqdesc->linearmovement[0]+ pseqdesc->linearmovement[1]*pseqdesc->linearmovement[1]+ pseqdesc->linearmovement[2]*pseqdesc->linearmovement[2] );
|
||||
*pflGroundSpeed = *pflGroundSpeed * pseqdesc->fps / (pseqdesc->numframes - 1);
|
||||
}
|
||||
else
|
||||
{
|
||||
*pflFrameRate = 256.0;
|
||||
*pflGroundSpeed = 0.0;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
int GetSequenceFlags( void *pmodel, entvars_t *pev )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
return pseqdesc->flags;
|
||||
}
|
||||
|
||||
|
||||
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if ( !pstudiohdr || pev->sequence >= pstudiohdr->numseq || !pMonsterEvent )
|
||||
return 0;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
mstudioevent_t *pevent;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
pevent = (mstudioevent_t *)((byte *)pstudiohdr + pseqdesc->eventindex);
|
||||
|
||||
if (pseqdesc->numevents == 0 || index > pseqdesc->numevents )
|
||||
return 0;
|
||||
|
||||
if (pseqdesc->numframes > 1)
|
||||
{
|
||||
flStart *= (pseqdesc->numframes - 1) / 256.0;
|
||||
flEnd *= (pseqdesc->numframes - 1) / 256.0;
|
||||
}
|
||||
else
|
||||
{
|
||||
flStart = 0;
|
||||
flEnd = 1.0;
|
||||
}
|
||||
|
||||
for (; index < pseqdesc->numevents; index++)
|
||||
{
|
||||
// Don't send client-side events to the server AI
|
||||
if ( pevent[index].event >= EVENT_CLIENT )
|
||||
continue;
|
||||
|
||||
if ( (pevent[index].frame >= flStart && pevent[index].frame < flEnd) ||
|
||||
((pseqdesc->flags & STUDIO_LOOPING) && flEnd >= pseqdesc->numframes - 1 && pevent[index].frame < flEnd - pseqdesc->numframes + 1) )
|
||||
{
|
||||
pMonsterEvent->event = pevent[index].event;
|
||||
pMonsterEvent->options = pevent[index].options;
|
||||
return index + 1;
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return flValue;
|
||||
|
||||
mstudiobonecontroller_t *pbonecontroller = (mstudiobonecontroller_t *)((byte *)pstudiohdr + pstudiohdr->bonecontrollerindex);
|
||||
|
||||
int i = 0;
|
||||
|
||||
// find first controller that matches the index
|
||||
for (i = 0; i < pstudiohdr->numbonecontrollers; i++, pbonecontroller++)
|
||||
{
|
||||
if (pbonecontroller->index == iController)
|
||||
break;
|
||||
}
|
||||
if (i >= pstudiohdr->numbonecontrollers)
|
||||
return flValue;
|
||||
|
||||
// wrap 0..360 if it's a rotational controller
|
||||
|
||||
if (pbonecontroller->type & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
|
||||
{
|
||||
// ugly hack, invert value if end < start
|
||||
if (pbonecontroller->end < pbonecontroller->start)
|
||||
flValue = -flValue;
|
||||
|
||||
// does the controller not wrap?
|
||||
if (pbonecontroller->start + 359.0 >= pbonecontroller->end)
|
||||
{
|
||||
if (flValue > ((pbonecontroller->start + pbonecontroller->end) / 2.0) + 180)
|
||||
flValue = flValue - 360;
|
||||
if (flValue < ((pbonecontroller->start + pbonecontroller->end) / 2.0) - 180)
|
||||
flValue = flValue + 360;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (flValue > 360)
|
||||
flValue = flValue - (int)(flValue / 360.0) * 360.0;
|
||||
else if (flValue < 0)
|
||||
flValue = flValue + (int)((flValue / -360.0) + 1) * 360.0;
|
||||
}
|
||||
}
|
||||
|
||||
int setting = static_cast<int>(255 * (flValue - pbonecontroller->start) / (pbonecontroller->end - pbonecontroller->start));
|
||||
|
||||
if (setting < 0) setting = 0;
|
||||
if (setting > 255) setting = 255;
|
||||
pev->controller[iController] = setting;
|
||||
|
||||
return setting * (1.0 / 255.0) * (pbonecontroller->end - pbonecontroller->start) + pbonecontroller->start;
|
||||
}
|
||||
|
||||
|
||||
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return flValue;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex) + (int)pev->sequence;
|
||||
|
||||
if (pseqdesc->blendtype[iBlender] == 0)
|
||||
return flValue;
|
||||
|
||||
if (pseqdesc->blendtype[iBlender] & (STUDIO_XR | STUDIO_YR | STUDIO_ZR))
|
||||
{
|
||||
// ugly hack, invert value if end < start
|
||||
if (pseqdesc->blendend[iBlender] < pseqdesc->blendstart[iBlender])
|
||||
flValue = -flValue;
|
||||
|
||||
// does the controller not wrap?
|
||||
if (pseqdesc->blendstart[iBlender] + 359.0 >= pseqdesc->blendend[iBlender])
|
||||
{
|
||||
if (flValue > ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) + 180)
|
||||
flValue = flValue - 360;
|
||||
if (flValue < ((pseqdesc->blendstart[iBlender] + pseqdesc->blendend[iBlender]) / 2.0) - 180)
|
||||
flValue = flValue + 360;
|
||||
}
|
||||
}
|
||||
|
||||
int setting = static_cast<int>(255 * (flValue - pseqdesc->blendstart[iBlender]) / (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]));
|
||||
|
||||
if (setting < 0) setting = 0;
|
||||
if (setting > 255) setting = 255;
|
||||
|
||||
pev->blending[iBlender] = setting;
|
||||
|
||||
return setting * (1.0 / 255.0) * (pseqdesc->blendend[iBlender] - pseqdesc->blendstart[iBlender]) + pseqdesc->blendstart[iBlender];
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return iGoalAnim;
|
||||
|
||||
mstudioseqdesc_t *pseqdesc;
|
||||
pseqdesc = (mstudioseqdesc_t *)((byte *)pstudiohdr + pstudiohdr->seqindex);
|
||||
|
||||
// bail if we're going to or from a node 0
|
||||
if (pseqdesc[iEndingAnim].entrynode == 0 || pseqdesc[iGoalAnim].entrynode == 0)
|
||||
{
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
int iEndNode;
|
||||
|
||||
// ALERT( at_console, "from %d to %d: ", pEndNode->iEndNode, pGoalNode->iStartNode );
|
||||
|
||||
if (*piDir > 0)
|
||||
{
|
||||
iEndNode = pseqdesc[iEndingAnim].exitnode;
|
||||
}
|
||||
else
|
||||
{
|
||||
iEndNode = pseqdesc[iEndingAnim].entrynode;
|
||||
}
|
||||
|
||||
if (iEndNode == pseqdesc[iGoalAnim].entrynode)
|
||||
{
|
||||
*piDir = 1;
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
byte *pTransition = ((byte *)pstudiohdr + pstudiohdr->transitionindex);
|
||||
|
||||
int iInternNode = pTransition[(iEndNode-1)*pstudiohdr->numtransitions + (pseqdesc[iGoalAnim].entrynode-1)];
|
||||
|
||||
if (iInternNode == 0)
|
||||
return iGoalAnim;
|
||||
|
||||
int i;
|
||||
|
||||
// look for someone going
|
||||
for (i = 0; i < pstudiohdr->numseq; i++)
|
||||
{
|
||||
if (pseqdesc[i].entrynode == iEndNode && pseqdesc[i].exitnode == iInternNode)
|
||||
{
|
||||
*piDir = 1;
|
||||
return i;
|
||||
}
|
||||
if (pseqdesc[i].nodeflags)
|
||||
{
|
||||
if (pseqdesc[i].exitnode == iEndNode && pseqdesc[i].entrynode == iInternNode)
|
||||
{
|
||||
*piDir = -1;
|
||||
return i;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
ALERT( at_console, "error in transition graph" );
|
||||
return iGoalAnim;
|
||||
}
|
||||
|
||||
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return;
|
||||
|
||||
if (iGroup > pstudiohdr->numbodyparts)
|
||||
return;
|
||||
|
||||
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
|
||||
|
||||
if (iValue >= pbodypart->nummodels)
|
||||
return;
|
||||
|
||||
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
|
||||
|
||||
pev->body = (pev->body - (iCurrent * pbodypart->base) + (iValue * pbodypart->base));
|
||||
}
|
||||
|
||||
|
||||
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup )
|
||||
{
|
||||
studiohdr_t *pstudiohdr;
|
||||
|
||||
pstudiohdr = (studiohdr_t *)pmodel;
|
||||
if (! pstudiohdr)
|
||||
return 0;
|
||||
|
||||
if (iGroup > pstudiohdr->numbodyparts)
|
||||
return 0;
|
||||
|
||||
mstudiobodyparts_t *pbodypart = (mstudiobodyparts_t *)((byte *)pstudiohdr + pstudiohdr->bodypartindex) + iGroup;
|
||||
|
||||
if (pbodypart->nummodels <= 1)
|
||||
return 0;
|
||||
|
||||
int iCurrent = (pev->body / pbodypart->base) % pbodypart->nummodels;
|
||||
|
||||
return iCurrent;
|
||||
}
|
||||
47
hlsdk/dmc/dlls/animation.h
Normal file
47
hlsdk/dmc/dlls/animation.h
Normal file
@@ -0,0 +1,47 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef ANIMATION_H
|
||||
#define ANIMATION_H
|
||||
|
||||
#define ACTIVITY_NOT_AVAILABLE -1
|
||||
|
||||
#ifndef MONSTEREVENT_H
|
||||
#include "monsterevent.h"
|
||||
#endif
|
||||
|
||||
extern int IsSoundEvent( int eventNumber );
|
||||
|
||||
int LookupActivity( void *pmodel, entvars_t *pev, int activity );
|
||||
int LookupActivityHeaviest( void *pmodel, entvars_t *pev, int activity );
|
||||
int LookupSequence( void *pmodel, const char *label );
|
||||
void GetSequenceInfo( void *pmodel, entvars_t *pev, float *pflFrameRate, float *pflGroundSpeed );
|
||||
int GetSequenceFlags( void *pmodel, entvars_t *pev );
|
||||
int LookupAnimationEvents( void *pmodel, entvars_t *pev, float flStart, float flEnd );
|
||||
float SetController( void *pmodel, entvars_t *pev, int iController, float flValue );
|
||||
float SetBlending( void *pmodel, entvars_t *pev, int iBlender, float flValue );
|
||||
void GetEyePosition( void *pmodel, float *vecEyePosition );
|
||||
void SequencePrecache( void *pmodel, const char *pSequenceName );
|
||||
int FindTransition( void *pmodel, int iEndingAnim, int iGoalAnim, int *piDir );
|
||||
void SetBodygroup( void *pmodel, entvars_t *pev, int iGroup, int iValue );
|
||||
int GetBodygroup( void *pmodel, entvars_t *pev, int iGroup );
|
||||
|
||||
int GetAnimationEvent( void *pmodel, entvars_t *pev, MonsterEvent_t *pMonsterEvent, float flStart, float flEnd, int index );
|
||||
int ExtractBbox( void *pmodel, int sequence, float *mins, float *maxs );
|
||||
|
||||
// From /engine/studio.h
|
||||
#define STUDIO_LOOPING 0x0001
|
||||
|
||||
|
||||
#endif //ANIMATION_H
|
||||
339
hlsdk/dmc/dlls/basemonster.h
Normal file
339
hlsdk/dmc/dlls/basemonster.h
Normal file
@@ -0,0 +1,339 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef BASEMONSTER_H
|
||||
#define BASEMONSTER_H
|
||||
|
||||
//
|
||||
// generic Monster
|
||||
//
|
||||
class CBaseMonster : public CBaseToggle
|
||||
{
|
||||
private:
|
||||
int m_afConditions;
|
||||
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
SCRIPT_PLAYING = 0, // Playing the sequence
|
||||
SCRIPT_WAIT, // Waiting on everyone in the script to be ready
|
||||
SCRIPT_CLEANUP, // Cancelling the script / cleaning up
|
||||
SCRIPT_WALK_TO_MARK,
|
||||
SCRIPT_RUN_TO_MARK,
|
||||
} SCRIPTSTATE;
|
||||
|
||||
|
||||
|
||||
// these fields have been added in the process of reworking the state machine. (sjb)
|
||||
EHANDLE m_hEnemy; // the entity that the monster is fighting.
|
||||
EHANDLE m_hTargetEnt; // the entity that the monster is trying to reach
|
||||
EHANDLE m_hOldEnemy[ MAX_OLD_ENEMIES ];
|
||||
Vector m_vecOldEnemy[ MAX_OLD_ENEMIES ];
|
||||
|
||||
float m_flFieldOfView;// width of monster's field of view ( dot product )
|
||||
float m_flWaitFinished;// if we're told to wait, this is the time that the wait will be over.
|
||||
float m_flMoveWaitFinished;
|
||||
|
||||
Activity m_Activity;// what the monster is doing (animation)
|
||||
Activity m_IdealActivity;// monster should switch to this activity
|
||||
|
||||
int m_LastHitGroup; // the last body region that took damage
|
||||
|
||||
MONSTERSTATE m_MonsterState;// monster's current state
|
||||
MONSTERSTATE m_IdealMonsterState;// monster should change to this state
|
||||
|
||||
int m_iTaskStatus;
|
||||
Schedule_t *m_pSchedule;
|
||||
int m_iScheduleIndex;
|
||||
|
||||
WayPoint_t m_Route[ ROUTE_SIZE ]; // Positions of movement
|
||||
int m_movementGoal; // Goal that defines route
|
||||
int m_iRouteIndex; // index into m_Route[]
|
||||
float m_moveWaitTime; // How long I should wait for something to move
|
||||
|
||||
Vector m_vecMoveGoal; // kept around for node graph moves, so we know our ultimate goal
|
||||
Activity m_movementActivity; // When moving, set this activity
|
||||
|
||||
int m_iAudibleList; // first index of a linked list of sounds that the monster can hear.
|
||||
int m_afSoundTypes;
|
||||
|
||||
Vector m_vecLastPosition;// monster sometimes wants to return to where it started after an operation.
|
||||
|
||||
int m_iHintNode; // this is the hint node that the monster is moving towards or performing active idle on.
|
||||
|
||||
int m_afMemory;
|
||||
|
||||
int m_iMaxHealth;// keeps track of monster's maximum health value (for re-healing, etc)
|
||||
|
||||
Vector m_vecEnemyLKP;// last known position of enemy. (enemy's origin)
|
||||
|
||||
int m_cAmmoLoaded; // how much ammo is in the weapon (used to trigger reload anim sequences)
|
||||
|
||||
int m_afCapability;// tells us what a monster can/can't do.
|
||||
|
||||
float m_flNextAttack; // cannot attack again until this time
|
||||
|
||||
int m_bitsDamageType; // what types of damage has monster (player) taken
|
||||
BYTE m_rgbTimeBasedDamage[CDMG_TIMEBASED];
|
||||
|
||||
int m_lastDamageAmount;// how much damage did monster (player) last take
|
||||
// time based damage counters, decr. 1 per 2 seconds
|
||||
int m_bloodColor; // color of blood particless
|
||||
|
||||
int m_failSchedule; // Schedule type to choose if current schedule fails
|
||||
|
||||
float m_flHungryTime;// set this is a future time to stop the monster from eating for a while.
|
||||
|
||||
float m_flDistTooFar; // if enemy farther away than this, bits_COND_ENEMY_TOOFAR set in CheckEnemy
|
||||
float m_flDistLook; // distance monster sees (Default 2048)
|
||||
|
||||
int m_iTriggerCondition;// for scripted AI, this is the condition that will cause the activation of the monster's TriggerTarget
|
||||
string_t m_iszTriggerTarget;// name of target that should be fired.
|
||||
|
||||
Vector m_HackedGunPos; // HACK until we can query end of gun
|
||||
|
||||
// Scripted sequence Info
|
||||
SCRIPTSTATE m_scriptState; // internal cinematic state
|
||||
CCineMonster *m_pCine;
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
// monster use function
|
||||
void EXPORT MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT CorpseUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
// overrideable Monster member functions
|
||||
|
||||
virtual int BloodColor( void ) { return m_bloodColor; }
|
||||
|
||||
virtual CBaseMonster *MyMonsterPointer( void ) { return this; }
|
||||
virtual void Look ( int iDistance );// basic sight function for monsters
|
||||
virtual void RunAI ( void );// core ai function!
|
||||
void Listen ( void );
|
||||
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag != DEAD_DEAD); }
|
||||
virtual BOOL ShouldFadeOnDeath( void );
|
||||
|
||||
// Basic Monster AI functions
|
||||
virtual float ChangeYaw ( int speed );
|
||||
float VecToYaw( Vector vecDir );
|
||||
float FlYawDiff ( void );
|
||||
|
||||
float DamageForce( float damage );
|
||||
|
||||
// stuff written for new state machine
|
||||
virtual void MonsterThink( void );
|
||||
void EXPORT CallMonsterThink( void ) { this->MonsterThink(); }
|
||||
virtual int IRelationship ( CBaseEntity *pTarget );
|
||||
virtual void MonsterInit ( void );
|
||||
virtual void MonsterInitDead( void ); // Call after animation/pose is set up
|
||||
virtual void BecomeDead( void );
|
||||
void EXPORT CorpseFallThink( void );
|
||||
|
||||
void EXPORT MonsterInitThink ( void );
|
||||
virtual void StartMonster ( void );
|
||||
virtual CBaseEntity* BestVisibleEnemy ( void );// finds best visible enemy for attack
|
||||
virtual BOOL FInViewCone ( CBaseEntity *pEntity );// see if pEntity is in monster's view cone
|
||||
virtual BOOL FInViewCone ( Vector *pOrigin );// see if given location is in monster's view cone
|
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent );
|
||||
|
||||
virtual int CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist );// check validity of a straight move through space
|
||||
virtual void Move( float flInterval = 0.1 );
|
||||
virtual void MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval );
|
||||
virtual BOOL ShouldAdvanceRoute( float flWaypointDist );
|
||||
|
||||
virtual Activity GetStoppedActivity( void ) { return ACT_IDLE; }
|
||||
virtual void Stop( void ) { m_IdealActivity = GetStoppedActivity(); }
|
||||
|
||||
// This will stop animation until you call ResetSequenceInfo() at some point in the future
|
||||
inline void StopAnimation( void ) { pev->framerate = 0; }
|
||||
|
||||
// these functions will survey conditions and set appropriate conditions bits for attack types.
|
||||
virtual BOOL CheckRangeAttack1( float flDot, float flDist );
|
||||
virtual BOOL CheckRangeAttack2( float flDot, float flDist );
|
||||
virtual BOOL CheckMeleeAttack1( float flDot, float flDist );
|
||||
virtual BOOL CheckMeleeAttack2( float flDot, float flDist );
|
||||
|
||||
BOOL FHaveSchedule( void );
|
||||
BOOL FScheduleValid ( void );
|
||||
void ClearSchedule( void );
|
||||
BOOL FScheduleDone ( void );
|
||||
void ChangeSchedule ( Schedule_t *pNewSchedule );
|
||||
void NextScheduledTask ( void );
|
||||
Schedule_t *ScheduleInList( const char *pName, Schedule_t **pList, int listCount );
|
||||
|
||||
virtual Schedule_t *ScheduleFromName( const char *pName );
|
||||
static Schedule_t *m_scheduleList[];
|
||||
|
||||
void MaintainSchedule ( void );
|
||||
virtual void StartTask ( Task_t *pTask );
|
||||
virtual void RunTask ( Task_t *pTask );
|
||||
virtual Schedule_t *GetScheduleOfType( int Type );
|
||||
virtual Schedule_t *GetSchedule( void );
|
||||
virtual void ScheduleChange( void ) {}
|
||||
// virtual int CanPlaySequence( void ) { return ((m_pCine == NULL) && (m_MonsterState == MONSTERSTATE_NONE || m_MonsterState == MONSTERSTATE_IDLE || m_IdealMonsterState == MONSTERSTATE_IDLE)); }
|
||||
virtual int CanPlaySequence( BOOL fDisregardState, int interruptLevel );
|
||||
virtual int CanPlaySentence( BOOL fDisregardState ) { return IsAlive(); }
|
||||
virtual void PlaySentence( const char *pszSentence, float duration, float volume, float attenuation );
|
||||
virtual void PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener );
|
||||
|
||||
virtual void SentenceStop( void );
|
||||
|
||||
Task_t *GetTask ( void );
|
||||
virtual MONSTERSTATE GetIdealState ( void );
|
||||
virtual void SetActivity ( Activity NewActivity );
|
||||
void SetSequenceByName ( char *szSequence );
|
||||
void SetState ( MONSTERSTATE State );
|
||||
virtual void ReportAIState( void );
|
||||
|
||||
void CheckAttacks ( CBaseEntity *pTarget, float flDist );
|
||||
virtual int CheckEnemy ( CBaseEntity *pEnemy );
|
||||
void PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos );
|
||||
BOOL PopEnemy( void );
|
||||
|
||||
BOOL FGetNodeRoute ( Vector vecDest );
|
||||
|
||||
inline void TaskComplete( void ) { if ( !HasConditions(bits_COND_TASK_FAILED) ) m_iTaskStatus = TASKSTATUS_COMPLETE; }
|
||||
void MovementComplete( void );
|
||||
inline void TaskFail( void ) { SetConditions(bits_COND_TASK_FAILED); }
|
||||
inline void TaskBegin( void ) { m_iTaskStatus = TASKSTATUS_RUNNING; }
|
||||
int TaskIsRunning( void );
|
||||
inline int TaskIsComplete( void ) { return (m_iTaskStatus == TASKSTATUS_COMPLETE); }
|
||||
inline int MovementIsComplete( void ) { return (m_movementGoal == MOVEGOAL_NONE); }
|
||||
|
||||
int IScheduleFlags ( void );
|
||||
BOOL FRefreshRoute( void );
|
||||
BOOL FRouteClear ( void );
|
||||
void RouteSimplify( CBaseEntity *pTargetEnt );
|
||||
void AdvanceRoute ( float distance );
|
||||
virtual BOOL FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex );
|
||||
void MakeIdealYaw( Vector vecTarget );
|
||||
virtual void SetYawSpeed ( void ) { return; };// allows different yaw_speeds for each activity
|
||||
BOOL BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget );
|
||||
virtual BOOL BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
|
||||
int RouteClassify( int iMoveFlag );
|
||||
void InsertWaypoint ( Vector vecLocation, int afMoveFlags );
|
||||
|
||||
BOOL FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset );
|
||||
virtual BOOL FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist );
|
||||
virtual BOOL FValidateCover ( const Vector &vecCoverLocation ) { return TRUE; };
|
||||
virtual float CoverRadius( void ) { return 784; } // Default cover radius
|
||||
|
||||
virtual BOOL FCanCheckAttacks ( void );
|
||||
virtual void CheckAmmo( void ) { return; };
|
||||
virtual int IgnoreConditions ( void );
|
||||
|
||||
inline void SetConditions( int iConditions ) { m_afConditions |= iConditions; }
|
||||
inline void ClearConditions( int iConditions ) { m_afConditions &= ~iConditions; }
|
||||
inline BOOL HasConditions( int iConditions ) { if ( m_afConditions & iConditions ) return TRUE; return FALSE; }
|
||||
inline BOOL HasAllConditions( int iConditions ) { if ( (m_afConditions & iConditions) == iConditions ) return TRUE; return FALSE; }
|
||||
|
||||
virtual BOOL FValidateHintType( short sHint );
|
||||
int FindHintNode ( void );
|
||||
virtual BOOL FCanActiveIdle ( void );
|
||||
void SetTurnActivity ( void );
|
||||
float FLSoundVolume ( CSound *pSound );
|
||||
|
||||
BOOL MoveToNode( Activity movementAct, float waitTime, const Vector &goal );
|
||||
BOOL MoveToTarget( Activity movementAct, float waitTime );
|
||||
BOOL MoveToLocation( Activity movementAct, float waitTime, const Vector &goal );
|
||||
BOOL MoveToEnemy( Activity movementAct, float waitTime );
|
||||
|
||||
// Returns the time when the door will be open
|
||||
float OpenDoorAndWait( entvars_t *pevDoor );
|
||||
|
||||
virtual int ISoundMask( void );
|
||||
virtual CSound* PBestSound ( void );
|
||||
virtual CSound* PBestScent ( void );
|
||||
virtual float HearingSensitivity( void ) { return 1.0; };
|
||||
|
||||
BOOL FBecomeProne ( void );
|
||||
virtual void BarnacleVictimBitten( entvars_t *pevBarnacle );
|
||||
virtual void BarnacleVictimReleased( void );
|
||||
|
||||
void SetEyePosition ( void );
|
||||
|
||||
BOOL FShouldEat( void );// see if a monster is 'hungry'
|
||||
void Eat ( float flFullDuration );// make the monster 'full' for a while.
|
||||
|
||||
CBaseEntity *CheckTraceHullAttack( float flDist, int iDamage, int iDmgType );
|
||||
BOOL FacingIdeal( void );
|
||||
|
||||
BOOL FCheckAITrigger( void );// checks and, if necessary, fires the monster's trigger target.
|
||||
BOOL NoFriendlyFire( void );
|
||||
|
||||
BOOL BBoxFlat( void );
|
||||
|
||||
// PrescheduleThink
|
||||
virtual void PrescheduleThink( void ) { return; };
|
||||
|
||||
BOOL GetEnemy ( void );
|
||||
void MakeDamageBloodDecal ( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir );
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
|
||||
// combat functions
|
||||
float UpdateTarget ( entvars_t *pevTarget );
|
||||
virtual Activity GetDeathActivity ( void );
|
||||
Activity GetSmallFlinchActivity( void );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
virtual void GibMonster( void );
|
||||
BOOL ShouldGibMonster( int iGib );
|
||||
void CallGibMonster( void );
|
||||
virtual BOOL HasHumanGibs( void );
|
||||
virtual BOOL HasAlienGibs( void );
|
||||
virtual void FadeMonster( void ); // Called instead of GibMonster() when gibs are disabled
|
||||
|
||||
Vector ShootAtEnemy( const Vector &shootOrigin );
|
||||
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) * 0.75 + EyePosition() * 0.25; }; // position to shoot at
|
||||
|
||||
virtual Vector GetGunPosition( void );
|
||||
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
||||
int DeadTakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
|
||||
|
||||
void RadiusDamage(entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
||||
void RadiusDamage(Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType );
|
||||
virtual int IsMoving( void ) { return m_movementGoal != MOVEGOAL_NONE; }
|
||||
|
||||
void RouteClear( void );
|
||||
void RouteNew( void );
|
||||
|
||||
virtual void DeathSound ( void ) { return; };
|
||||
virtual void AlertSound ( void ) { return; };
|
||||
virtual void IdleSound ( void ) { return; };
|
||||
virtual void PainSound ( void ) { return; };
|
||||
|
||||
virtual void StopFollowing( BOOL clearSchedule ) {}
|
||||
|
||||
inline void Remember( int iMemory ) { m_afMemory |= iMemory; }
|
||||
inline void Forget( int iMemory ) { m_afMemory &= ~iMemory; }
|
||||
inline BOOL HasMemory( int iMemory ) { if ( m_afMemory & iMemory ) return TRUE; return FALSE; }
|
||||
inline BOOL HasAllMemories( int iMemory ) { if ( (m_afMemory & iMemory) == iMemory ) return TRUE; return FALSE; }
|
||||
|
||||
BOOL ExitScriptedSequence( );
|
||||
BOOL CineCleanup( );
|
||||
|
||||
CBaseEntity* DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng );// drop an item.
|
||||
};
|
||||
|
||||
|
||||
|
||||
#endif // BASEMONSTER_H
|
||||
958
hlsdk/dmc/dlls/bmodels.cpp
Normal file
958
hlsdk/dmc/dlls/bmodels.cpp
Normal file
@@ -0,0 +1,958 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== bmodels.cpp ========================================================
|
||||
|
||||
spawn, think, and use functions for entities that use brush models
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "doors.h"
|
||||
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
|
||||
#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.
|
||||
|
||||
// covering cheesy noise1, noise2, & noise3 fields so they make more sense (for rotating fans)
|
||||
#define noiseStart noise1
|
||||
#define noiseStop noise2
|
||||
#define noiseRunning noise3
|
||||
|
||||
#define SF_PENDULUM_SWING 2 // spawnflag that makes a pendulum a rope swing.
|
||||
//
|
||||
// BModelOrigin - calculates origin of a bmodel from absmin/size because all bmodel origins are 0 0 0
|
||||
//
|
||||
Vector VecBModelOrigin( entvars_t* pevBModel )
|
||||
{
|
||||
return pevBModel->absmin + ( pevBModel->size * 0.5 );
|
||||
}
|
||||
|
||||
// =================== FUNC_WALL ==============================================
|
||||
|
||||
/*QUAKED func_wall (0 .5 .8) ?
|
||||
This is just a solid wall if not inhibited
|
||||
*/
|
||||
class CFuncWall : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
// Bmodels don't go across transitions
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_wall, CFuncWall );
|
||||
|
||||
void CFuncWall :: Spawn( void )
|
||||
{
|
||||
pev->angles = g_vecZero;
|
||||
pev->movetype = MOVETYPE_PUSH; // so it doesn't get pushed by anything
|
||||
pev->solid = SOLID_BSP;
|
||||
SET_MODEL( ENT(pev), STRING(pev->model) );
|
||||
|
||||
// If it can't move/go away, it's really part of the world
|
||||
pev->flags |= FL_WORLDBRUSH;
|
||||
}
|
||||
|
||||
|
||||
void CFuncWall :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( ShouldToggle( useType, (int)(pev->frame)) )
|
||||
pev->frame = 1 - pev->frame;
|
||||
}
|
||||
|
||||
|
||||
#define SF_WALL_START_OFF 0x0001
|
||||
|
||||
class CFuncWallToggle : public CFuncWall
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void TurnOff( void );
|
||||
void TurnOn( void );
|
||||
BOOL IsOn( void );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_wall_toggle, CFuncWallToggle );
|
||||
|
||||
void CFuncWallToggle :: Spawn( void )
|
||||
{
|
||||
CFuncWall::Spawn();
|
||||
if ( pev->spawnflags & SF_WALL_START_OFF )
|
||||
TurnOff();
|
||||
}
|
||||
|
||||
|
||||
void CFuncWallToggle :: TurnOff( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->effects |= EF_NODRAW;
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
|
||||
void CFuncWallToggle :: TurnOn( void )
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->effects &= ~EF_NODRAW;
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
|
||||
BOOL CFuncWallToggle :: IsOn( void )
|
||||
{
|
||||
if ( pev->solid == SOLID_NOT )
|
||||
return FALSE;
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
void CFuncWallToggle :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
int status = IsOn();
|
||||
|
||||
if ( ShouldToggle( useType, status ) )
|
||||
{
|
||||
if ( status )
|
||||
TurnOff();
|
||||
else
|
||||
TurnOn();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
#define SF_CONVEYOR_VISUAL 0x0001
|
||||
#define SF_CONVEYOR_NOTSOLID 0x0002
|
||||
|
||||
class CFuncConveyor : public CFuncWall
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void UpdateSpeed( float speed );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_conveyor, CFuncConveyor );
|
||||
void CFuncConveyor :: Spawn( void )
|
||||
{
|
||||
SetMovedir( pev );
|
||||
CFuncWall::Spawn();
|
||||
|
||||
if ( !(pev->spawnflags & SF_CONVEYOR_VISUAL) )
|
||||
SetBits( pev->flags, FL_CONVEYOR );
|
||||
|
||||
// HACKHACK - This is to allow for some special effects
|
||||
if ( pev->spawnflags & SF_CONVEYOR_NOTSOLID )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->skin = 0; // Don't want the engine thinking we've got special contents on this brush
|
||||
}
|
||||
|
||||
if ( pev->speed == 0 )
|
||||
pev->speed = 100;
|
||||
|
||||
UpdateSpeed( pev->speed );
|
||||
}
|
||||
|
||||
|
||||
// HACKHACK -- This is ugly, but encode the speed in the rendercolor to avoid adding more data to the network stream
|
||||
void CFuncConveyor :: UpdateSpeed( float speed )
|
||||
{
|
||||
// Encode it as an integer with 4 fractional bits
|
||||
int speedCode = (int)(fabs(speed) * 16.0);
|
||||
|
||||
if ( speed < 0 )
|
||||
pev->rendercolor.x = 1;
|
||||
else
|
||||
pev->rendercolor.x = 0;
|
||||
|
||||
pev->rendercolor.y = (speedCode >> 8);
|
||||
pev->rendercolor.z = (speedCode & 0xFF);
|
||||
}
|
||||
|
||||
|
||||
void CFuncConveyor :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
pev->speed = -pev->speed;
|
||||
UpdateSpeed( pev->speed );
|
||||
}
|
||||
|
||||
|
||||
|
||||
// =================== FUNC_ILLUSIONARY ==============================================
|
||||
|
||||
|
||||
/*QUAKED func_illusionary (0 .5 .8) ?
|
||||
A simple entity that looks solid but lets you walk through it.
|
||||
*/
|
||||
class CFuncIllusionary : public CBaseToggle
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void EXPORT SloshTouch( CBaseEntity *pOther );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_illusionary, CFuncIllusionary );
|
||||
|
||||
void CFuncIllusionary :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "skin"))//skin is used for content type
|
||||
{
|
||||
pev->skin = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseToggle::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
void CFuncIllusionary :: Spawn( void )
|
||||
{
|
||||
pev->angles = g_vecZero;
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
pev->solid = SOLID_NOT;// always solid_not
|
||||
SET_MODEL( ENT(pev), STRING(pev->model) );
|
||||
|
||||
// I'd rather eat the network bandwidth of this than figure out how to save/restore
|
||||
// these entities after they have been moved to the client, or respawn them ala Quake
|
||||
// Perhaps we can do this in deathmatch only.
|
||||
// MAKE_STATIC(ENT(pev));
|
||||
}
|
||||
|
||||
|
||||
// -------------------------------------------------------------------------------
|
||||
//
|
||||
// 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:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) {} // Clear out func_wall's use function
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_monsterclip, CFuncMonsterClip );
|
||||
|
||||
void CFuncMonsterClip::Spawn( void )
|
||||
{
|
||||
CFuncWall::Spawn();
|
||||
if ( CVAR_GET_FLOAT("showtriggers") == 0 )
|
||||
pev->effects = EF_NODRAW;
|
||||
pev->flags |= FL_MONSTERCLIP;
|
||||
}
|
||||
|
||||
|
||||
// =================== FUNC_ROTATING ==============================================
|
||||
class CFuncRotating : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
// basic functions
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void EXPORT SpinUp ( void );
|
||||
void EXPORT SpinDown ( void );
|
||||
void KeyValue( KeyValueData* pkvd);
|
||||
void EXPORT HurtTouch ( CBaseEntity *pOther );
|
||||
void EXPORT RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT Rotate( void );
|
||||
void RampPitchVol (int fUp );
|
||||
void Blocked( CBaseEntity *pOther );
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
float m_flFanFriction;
|
||||
float m_flAttenuation;
|
||||
float m_flVolume;
|
||||
float m_pitch;
|
||||
int m_sounds;
|
||||
};
|
||||
|
||||
TYPEDESCRIPTION CFuncRotating::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CFuncRotating, m_flFanFriction, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CFuncRotating, m_flAttenuation, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CFuncRotating, m_flVolume, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CFuncRotating, m_pitch, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CFuncRotating, m_sounds, FIELD_INTEGER )
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CFuncRotating, CBaseEntity );
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_rotating, CFuncRotating );
|
||||
|
||||
void CFuncRotating :: KeyValue( KeyValueData* pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "fanfriction"))
|
||||
{
|
||||
m_flFanFriction = atof(pkvd->szValue)/100;
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "Volume"))
|
||||
{
|
||||
m_flVolume = atof(pkvd->szValue)/10.0;
|
||||
|
||||
if (m_flVolume > 1.0)
|
||||
m_flVolume = 1.0;
|
||||
if (m_flVolume < 0.0)
|
||||
m_flVolume = 0.0;
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "spawnorigin"))
|
||||
{
|
||||
Vector tmp;
|
||||
UTIL_StringToVector( (float *)tmp, pkvd->szValue );
|
||||
if ( tmp != g_vecZero )
|
||||
pev->origin = tmp;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "sounds"))
|
||||
{
|
||||
m_sounds = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
/*QUAKED func_rotating (0 .5 .8) ? START_ON REVERSE X_AXIS Y_AXIS
|
||||
You need to have an origin brush as part of this entity. The
|
||||
center of that brush will be
|
||||
the point around which it is rotated. It will rotate around the Z
|
||||
axis by default. You can
|
||||
check either the X_AXIS or Y_AXIS box to change that.
|
||||
|
||||
"speed" determines how fast it moves; default value is 100.
|
||||
"dmg" damage to inflict when blocked (2 default)
|
||||
|
||||
REVERSE will cause the it to rotate in the opposite direction.
|
||||
*/
|
||||
|
||||
|
||||
void CFuncRotating :: Spawn( )
|
||||
{
|
||||
// set final pitch. Must not be PITCH_NORM, since we
|
||||
// plan on pitch shifting later.
|
||||
|
||||
m_pitch = PITCH_NORM - 1;
|
||||
|
||||
// maintain compatibility with previous maps
|
||||
if (m_flVolume == 0.0)
|
||||
m_flVolume = 1.0;
|
||||
|
||||
// if the designer didn't set a sound attenuation, default to one.
|
||||
m_flAttenuation = ATTN_NORM;
|
||||
|
||||
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_SMALLRADIUS) )
|
||||
{
|
||||
m_flAttenuation = ATTN_IDLE;
|
||||
}
|
||||
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_MEDIUMRADIUS) )
|
||||
{
|
||||
m_flAttenuation = ATTN_STATIC;
|
||||
}
|
||||
else if ( FBitSet ( pev->spawnflags, SF_BRUSH_ROTATE_LARGERADIUS) )
|
||||
{
|
||||
m_flAttenuation = ATTN_NORM;
|
||||
}
|
||||
|
||||
// prevent divide by zero if level designer forgets friction!
|
||||
if ( m_flFanFriction == 0 )
|
||||
{
|
||||
m_flFanFriction = 1;
|
||||
}
|
||||
|
||||
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_Z_AXIS) )
|
||||
pev->movedir = Vector(0,0,1);
|
||||
else if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_X_AXIS) )
|
||||
pev->movedir = Vector(1,0,0);
|
||||
else
|
||||
pev->movedir = Vector(0,1,0); // y-axis
|
||||
|
||||
// check for reverse rotation
|
||||
if ( FBitSet(pev->spawnflags, SF_BRUSH_ROTATE_BACKWARDS) )
|
||||
pev->movedir = pev->movedir * -1;
|
||||
|
||||
// some rotating objects like fake volumetric lights will not be solid.
|
||||
if ( FBitSet(pev->spawnflags, SF_ROTATING_NOT_SOLID) )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->skin = CONTENTS_EMPTY;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
}
|
||||
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
SET_MODEL( ENT(pev), STRING(pev->model) );
|
||||
|
||||
SetUse( &CFuncRotating::RotatingUse );
|
||||
// did level designer forget to assign speed?
|
||||
if (pev->speed <= 0)
|
||||
pev->speed = 0;
|
||||
|
||||
// Removed this per level designers request. -- JAY
|
||||
// if (pev->dmg == 0)
|
||||
// pev->dmg = 2;
|
||||
|
||||
// instant-use brush?
|
||||
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
|
||||
{
|
||||
SetThink( &CBaseEntity::SUB_CallUseToggle );
|
||||
pev->nextthink = pev->ltime + 1.5; // leave a magic delay for client to start up
|
||||
}
|
||||
// can this brush inflict pain?
|
||||
if ( FBitSet (pev->spawnflags, SF_BRUSH_HURT) )
|
||||
{
|
||||
SetTouch( &CFuncRotating::HurtTouch );
|
||||
}
|
||||
|
||||
Precache( );
|
||||
}
|
||||
|
||||
|
||||
void CFuncRotating :: Precache( void )
|
||||
{
|
||||
char* szSoundFile = (char*) STRING(pev->message);
|
||||
|
||||
// set up fan sounds
|
||||
|
||||
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
|
||||
{
|
||||
// if a path is set for a wave, use it
|
||||
|
||||
PRECACHE_SOUND(szSoundFile);
|
||||
|
||||
pev->noiseRunning = ALLOC_STRING(szSoundFile);
|
||||
} else
|
||||
{
|
||||
// otherwise use preset sound
|
||||
switch (m_sounds)
|
||||
{
|
||||
case 1:
|
||||
PRECACHE_SOUND ("fans/fan1.wav");
|
||||
pev->noiseRunning = ALLOC_STRING("fans/fan1.wav");
|
||||
break;
|
||||
case 2:
|
||||
PRECACHE_SOUND ("fans/fan2.wav");
|
||||
pev->noiseRunning = ALLOC_STRING("fans/fan2.wav");
|
||||
break;
|
||||
case 3:
|
||||
PRECACHE_SOUND ("fans/fan3.wav");
|
||||
pev->noiseRunning = ALLOC_STRING("fans/fan3.wav");
|
||||
break;
|
||||
case 4:
|
||||
PRECACHE_SOUND ("fans/fan4.wav");
|
||||
pev->noiseRunning = ALLOC_STRING("fans/fan4.wav");
|
||||
break;
|
||||
case 5:
|
||||
PRECACHE_SOUND ("fans/fan5.wav");
|
||||
pev->noiseRunning = ALLOC_STRING("fans/fan5.wav");
|
||||
break;
|
||||
|
||||
case 0:
|
||||
default:
|
||||
if (!FStringNull( pev->message ) && strlen( szSoundFile ) > 0)
|
||||
{
|
||||
PRECACHE_SOUND(szSoundFile);
|
||||
|
||||
pev->noiseRunning = ALLOC_STRING(szSoundFile);
|
||||
break;
|
||||
} else
|
||||
{
|
||||
pev->noiseRunning = ALLOC_STRING("common/null.wav");
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (pev->avelocity != g_vecZero )
|
||||
{
|
||||
// if fan was spinning, and we went through transition or save/restore,
|
||||
// make sure we restart the sound. 1.5 sec delay is magic number. KDB
|
||||
|
||||
SetThink ( &CFuncRotating::SpinUp );
|
||||
pev->nextthink = pev->ltime + 1.5;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// Touch - will hurt others based on how fast the brush is spinning
|
||||
//
|
||||
void CFuncRotating :: HurtTouch ( CBaseEntity *pOther )
|
||||
{
|
||||
entvars_t *pevOther = pOther->pev;
|
||||
|
||||
// we can't hurt this thing, so we're not concerned with it
|
||||
if ( !pevOther->takedamage )
|
||||
return;
|
||||
|
||||
// calculate damage based on rotation speed
|
||||
pev->dmg = pev->avelocity.Length() / 10;
|
||||
|
||||
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
|
||||
|
||||
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * pev->dmg;
|
||||
}
|
||||
|
||||
//
|
||||
// RampPitchVol - ramp pitch and volume up to final values, based on difference
|
||||
// between how fast we're going vs how fast we plan to go
|
||||
//
|
||||
#define FANPITCHMIN 30
|
||||
#define FANPITCHMAX 100
|
||||
|
||||
void CFuncRotating :: RampPitchVol (int fUp)
|
||||
{
|
||||
|
||||
Vector vecAVel = pev->avelocity;
|
||||
vec_t vecCur;
|
||||
vec_t vecFinal;
|
||||
float fpct;
|
||||
float fvol;
|
||||
float fpitch;
|
||||
int pitch;
|
||||
|
||||
// get current angular velocity
|
||||
|
||||
vecCur = abs(vecAVel.x != 0 ? static_cast<int>(vecAVel.x) : static_cast<int>(vecAVel.y != 0 ? vecAVel.y : vecAVel.z));
|
||||
|
||||
// get target angular velocity
|
||||
|
||||
vecFinal = (pev->movedir.x != 0 ? pev->movedir.x : (pev->movedir.y != 0 ? pev->movedir.y : pev->movedir.z));
|
||||
vecFinal *= pev->speed;
|
||||
vecFinal = abs(static_cast<int>(vecFinal));
|
||||
|
||||
// calc volume and pitch as % of final vol and pitch
|
||||
|
||||
fpct = vecCur / vecFinal;
|
||||
// if (fUp)
|
||||
// fvol = m_flVolume * (0.5 + fpct/2.0); // spinup volume ramps up from 50% max vol
|
||||
// else
|
||||
fvol = m_flVolume * fpct; // slowdown volume ramps down to 0
|
||||
|
||||
fpitch = FANPITCHMIN + (FANPITCHMAX - FANPITCHMIN) * fpct;
|
||||
|
||||
pitch = (int) fpitch;
|
||||
if (pitch == PITCH_NORM)
|
||||
pitch = PITCH_NORM-1;
|
||||
|
||||
// change the fan's vol and pitch
|
||||
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
||||
fvol, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, pitch);
|
||||
|
||||
}
|
||||
|
||||
//
|
||||
// SpinUp - accelerates a non-moving func_rotating up to it's speed
|
||||
//
|
||||
void CFuncRotating :: SpinUp( void )
|
||||
{
|
||||
Vector vecAVel;//rotational velocity
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
pev->avelocity = pev->avelocity + ( pev->movedir * ( pev->speed * m_flFanFriction ) );
|
||||
|
||||
vecAVel = pev->avelocity;// cache entity's rotational velocity
|
||||
|
||||
// if we've met or exceeded target speed, set target speed and stop thinking
|
||||
if ( abs(static_cast<int>(vecAVel.x)) >= abs(static_cast<int>(pev->movedir.x * pev->speed)) &&
|
||||
abs(static_cast<int>(vecAVel.y)) >= abs(static_cast<int>(pev->movedir.y * pev->speed)) &&
|
||||
abs(static_cast<int>(vecAVel.z)) >= abs(static_cast<int>(pev->movedir.z * pev->speed)) )
|
||||
{
|
||||
pev->avelocity = pev->movedir * pev->speed;// set speed in case we overshot
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
||||
m_flVolume, m_flAttenuation, SND_CHANGE_PITCH | SND_CHANGE_VOL, FANPITCHMAX);
|
||||
|
||||
SetThink( &CFuncRotating::Rotate );
|
||||
Rotate();
|
||||
}
|
||||
else
|
||||
{
|
||||
RampPitchVol(TRUE);
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// SpinDown - decelerates a moving func_rotating to a standstill.
|
||||
//
|
||||
void CFuncRotating :: SpinDown( void )
|
||||
{
|
||||
Vector vecAVel;//rotational velocity
|
||||
vec_t vecdir;
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
|
||||
pev->avelocity = pev->avelocity - ( pev->movedir * ( pev->speed * m_flFanFriction ) );//spin down slower than spinup
|
||||
|
||||
vecAVel = pev->avelocity;// cache entity's rotational velocity
|
||||
|
||||
if (pev->movedir.x != 0)
|
||||
vecdir = pev->movedir.x;
|
||||
else if (pev->movedir.y != 0)
|
||||
vecdir = pev->movedir.y;
|
||||
else
|
||||
vecdir = pev->movedir.z;
|
||||
|
||||
// if we've met or exceeded target speed, set target speed and stop thinking
|
||||
// (note: must check for movedir > 0 or < 0)
|
||||
if (((vecdir > 0) && (vecAVel.x <= 0 && vecAVel.y <= 0 && vecAVel.z <= 0)) ||
|
||||
((vecdir < 0) && (vecAVel.x >= 0 && vecAVel.y >= 0 && vecAVel.z >= 0)))
|
||||
{
|
||||
pev->avelocity = g_vecZero;// set speed in case we overshot
|
||||
|
||||
// stop sound, we're done
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning /* Stop */),
|
||||
0, 0, SND_STOP, static_cast<int>(m_pitch));
|
||||
|
||||
SetThink( &CFuncRotating::Rotate );
|
||||
Rotate();
|
||||
}
|
||||
else
|
||||
{
|
||||
RampPitchVol(FALSE);
|
||||
}
|
||||
}
|
||||
|
||||
void CFuncRotating :: Rotate( void )
|
||||
{
|
||||
pev->nextthink = pev->ltime + 10;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Rotating Use - when a rotating brush is triggered
|
||||
//=========================================================
|
||||
void CFuncRotating :: RotatingUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
// is this a brush that should accelerate and decelerate when turned on/off (fan)?
|
||||
if ( FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )
|
||||
{
|
||||
// fan is spinning, so stop it.
|
||||
if ( pev->avelocity != g_vecZero )
|
||||
{
|
||||
SetThink ( &CFuncRotating::SpinDown );
|
||||
//EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
|
||||
// m_flVolume, m_flAttenuation, 0, m_pitch);
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
}
|
||||
else// fan is not moving, so start it
|
||||
{
|
||||
SetThink ( &CFuncRotating::SpinUp );
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
||||
0.01, m_flAttenuation, 0, FANPITCHMIN);
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
}
|
||||
}
|
||||
else if ( !FBitSet ( pev->spawnflags, SF_BRUSH_ACCDCC ) )//this is a normal start/stop brush.
|
||||
{
|
||||
if ( pev->avelocity != g_vecZero )
|
||||
{
|
||||
// play stopping sound here
|
||||
SetThink ( &CFuncRotating::SpinDown );
|
||||
|
||||
// EMIT_SOUND_DYN(ENT(pev), CHAN_WEAPON, (char *)STRING(pev->noiseStop),
|
||||
// m_flVolume, m_flAttenuation, 0, m_pitch);
|
||||
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
// pev->avelocity = g_vecZero;
|
||||
}
|
||||
else
|
||||
{
|
||||
EMIT_SOUND_DYN(ENT(pev), CHAN_STATIC, (char *)STRING(pev->noiseRunning),
|
||||
m_flVolume, m_flAttenuation, 0, FANPITCHMAX);
|
||||
pev->avelocity = pev->movedir * pev->speed;
|
||||
|
||||
SetThink( &CFuncRotating::Rotate );
|
||||
Rotate();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// RotatingBlocked - An entity has blocked the brush
|
||||
//
|
||||
void CFuncRotating :: Blocked( CBaseEntity *pOther )
|
||||
|
||||
{
|
||||
pOther->TakeDamage( pev, pev, pev->dmg, DMG_CRUSH);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
//#endif
|
||||
|
||||
|
||||
class CPendulum : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn ( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void EXPORT Swing( void );
|
||||
void EXPORT PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT Stop( void );
|
||||
void Touch( CBaseEntity *pOther );
|
||||
void EXPORT RopeTouch ( CBaseEntity *pOther );// this touch func makes the pendulum a rope
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
void Blocked( CBaseEntity *pOther );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
float m_accel; // Acceleration
|
||||
float m_distance; //
|
||||
float m_time;
|
||||
float m_damp;
|
||||
float m_maxSpeed;
|
||||
float m_dampSpeed;
|
||||
vec3_t m_center;
|
||||
vec3_t m_start;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( func_pendulum, CPendulum );
|
||||
|
||||
TYPEDESCRIPTION CPendulum::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CPendulum, m_accel, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPendulum, m_distance, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPendulum, m_time, FIELD_TIME ),
|
||||
DEFINE_FIELD( CPendulum, m_damp, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPendulum, m_maxSpeed, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPendulum, m_dampSpeed, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPendulum, m_center, FIELD_VECTOR ),
|
||||
DEFINE_FIELD( CPendulum, m_start, FIELD_VECTOR ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CPendulum, CBaseEntity );
|
||||
|
||||
|
||||
|
||||
void CPendulum :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "distance"))
|
||||
{
|
||||
m_distance = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "damp"))
|
||||
{
|
||||
m_damp = atof(pkvd->szValue) * 0.001;
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
void CPendulum :: Spawn( void )
|
||||
{
|
||||
// set the axis of rotation
|
||||
CBaseToggle :: AxisDir( pev );
|
||||
|
||||
if ( FBitSet (pev->spawnflags, SF_DOOR_PASSABLE) )
|
||||
pev->solid = SOLID_NOT;
|
||||
else
|
||||
pev->solid = SOLID_BSP;
|
||||
pev->movetype = MOVETYPE_PUSH;
|
||||
UTIL_SetOrigin(pev, pev->origin);
|
||||
SET_MODEL(ENT(pev), STRING(pev->model) );
|
||||
|
||||
if ( m_distance == 0 )
|
||||
return;
|
||||
|
||||
if (pev->speed == 0)
|
||||
pev->speed = 100;
|
||||
|
||||
m_accel = (pev->speed * pev->speed) / (2 * fabs(m_distance)); // Calculate constant acceleration from speed and distance
|
||||
m_maxSpeed = pev->speed;
|
||||
m_start = pev->angles;
|
||||
m_center = pev->angles + (m_distance * 0.5) * pev->movedir;
|
||||
|
||||
if ( FBitSet( pev->spawnflags, SF_BRUSH_ROTATE_INSTANT) )
|
||||
{
|
||||
SetThink( &CBaseEntity::SUB_CallUseToggle );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
pev->speed = 0;
|
||||
SetUse( &CPendulum::PendulumUse );
|
||||
|
||||
if ( FBitSet( pev->spawnflags, SF_PENDULUM_SWING ) )
|
||||
{
|
||||
SetTouch ( &CPendulum::RopeTouch );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CPendulum :: PendulumUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( pev->speed ) // Pendulum is moving, stop it and auto-return if necessary
|
||||
{
|
||||
if ( FBitSet( pev->spawnflags, SF_PENDULUM_AUTO_RETURN ) )
|
||||
{
|
||||
float delta;
|
||||
|
||||
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_start );
|
||||
|
||||
pev->avelocity = m_maxSpeed * pev->movedir;
|
||||
pev->nextthink = pev->ltime + (delta / m_maxSpeed);
|
||||
SetThink( &CPendulum::Stop );
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->speed = 0; // Dead stop
|
||||
SetThink( NULL );
|
||||
pev->avelocity = g_vecZero;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->nextthink = pev->ltime + 0.1; // Start the pendulum moving
|
||||
m_time = gpGlobals->time; // Save time to calculate dt
|
||||
SetThink( &CPendulum::Swing );
|
||||
m_dampSpeed = m_maxSpeed;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CPendulum :: Stop( void )
|
||||
{
|
||||
pev->angles = m_start;
|
||||
pev->speed = 0;
|
||||
SetThink( NULL );
|
||||
pev->avelocity = g_vecZero;
|
||||
}
|
||||
|
||||
|
||||
void CPendulum::Blocked( CBaseEntity *pOther )
|
||||
{
|
||||
m_time = gpGlobals->time;
|
||||
}
|
||||
|
||||
|
||||
void CPendulum :: Swing( void )
|
||||
{
|
||||
float delta, dt;
|
||||
|
||||
delta = CBaseToggle :: AxisDelta( pev->spawnflags, pev->angles, m_center );
|
||||
dt = gpGlobals->time - m_time; // How much time has passed?
|
||||
m_time = gpGlobals->time; // Remember the last time called
|
||||
|
||||
if ( delta > 0 && m_accel > 0 )
|
||||
pev->speed -= m_accel * dt; // Integrate velocity
|
||||
else
|
||||
pev->speed += m_accel * dt;
|
||||
|
||||
if ( pev->speed > m_maxSpeed )
|
||||
pev->speed = m_maxSpeed;
|
||||
else if ( pev->speed < -m_maxSpeed )
|
||||
pev->speed = -m_maxSpeed;
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
pev->avelocity = pev->speed * pev->movedir;
|
||||
|
||||
// Call this again
|
||||
pev->nextthink = pev->ltime + 0.1;
|
||||
|
||||
if ( m_damp )
|
||||
{
|
||||
m_dampSpeed -= m_damp * m_dampSpeed * dt;
|
||||
if ( m_dampSpeed < 30.0 )
|
||||
{
|
||||
pev->angles = m_center;
|
||||
pev->speed = 0;
|
||||
SetThink( NULL );
|
||||
pev->avelocity = g_vecZero;
|
||||
}
|
||||
else if ( pev->speed > m_dampSpeed )
|
||||
pev->speed = m_dampSpeed;
|
||||
else if ( pev->speed < -m_dampSpeed )
|
||||
pev->speed = -m_dampSpeed;
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CPendulum :: Touch ( CBaseEntity *pOther )
|
||||
{
|
||||
entvars_t *pevOther = pOther->pev;
|
||||
|
||||
if ( pev->dmg <= 0 )
|
||||
return;
|
||||
|
||||
// we can't hurt this thing, so we're not concerned with it
|
||||
if ( !pevOther->takedamage )
|
||||
return;
|
||||
|
||||
// calculate damage based on rotation speed
|
||||
float damage = pev->dmg * pev->speed * 0.01;
|
||||
|
||||
if ( damage < 0 )
|
||||
damage = -damage;
|
||||
|
||||
pOther->TakeDamage( pev, pev, damage, DMG_CRUSH );
|
||||
|
||||
pevOther->velocity = (pevOther->origin - VecBModelOrigin(pev) ).Normalize() * damage;
|
||||
}
|
||||
|
||||
void CPendulum :: RopeTouch ( CBaseEntity *pOther )
|
||||
{
|
||||
entvars_t *pevOther = pOther->pev;
|
||||
|
||||
if ( !pOther->IsPlayer() )
|
||||
{// not a player!
|
||||
ALERT ( at_console, "Not a client\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( ENT(pevOther) == pev->enemy )
|
||||
{// this player already on the rope.
|
||||
return;
|
||||
}
|
||||
|
||||
pev->enemy = pOther->edict();
|
||||
pevOther->velocity = g_vecZero;
|
||||
pevOther->movetype = MOVETYPE_NONE;
|
||||
}
|
||||
|
||||
|
||||
1276
hlsdk/dmc/dlls/buttons.cpp
Normal file
1276
hlsdk/dmc/dlls/buttons.cpp
Normal file
File diff suppressed because it is too large
Load Diff
767
hlsdk/dmc/dlls/cbase.cpp
Normal file
767
hlsdk/dmc/dlls/cbase.cpp
Normal file
@@ -0,0 +1,767 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "saverestore.h"
|
||||
#include "client.h"
|
||||
#include "decals.h"
|
||||
#include "gamerules.h"
|
||||
#include "game.h"
|
||||
|
||||
extern "C" void PM_Move ( struct playermove_s *ppmove, int server );
|
||||
extern "C" void PM_Init ( struct playermove_s *ppmove );
|
||||
extern "C" char PM_FindTextureType( char *name );
|
||||
|
||||
void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd );
|
||||
|
||||
extern Vector VecBModelOrigin( entvars_t* pevBModel );
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
extern DLL_GLOBAL int g_iSkillLevel;
|
||||
|
||||
static DLL_FUNCTIONS gFunctionTable =
|
||||
{
|
||||
GameDLLInit, //pfnGameInit
|
||||
DispatchSpawn, //pfnSpawn
|
||||
DispatchThink, //pfnThink
|
||||
DispatchUse, //pfnUse
|
||||
DispatchTouch, //pfnTouch
|
||||
DispatchBlocked, //pfnBlocked
|
||||
DispatchKeyValue, //pfnKeyValue
|
||||
DispatchSave, //pfnSave
|
||||
DispatchRestore, //pfnRestore
|
||||
DispatchObjectCollsionBox, //pfnAbsBox
|
||||
|
||||
SaveWriteFields, //pfnSaveWriteFields
|
||||
SaveReadFields, //pfnSaveReadFields
|
||||
|
||||
SaveGlobalState, //pfnSaveGlobalState
|
||||
RestoreGlobalState, //pfnRestoreGlobalState
|
||||
ResetGlobalState, //pfnResetGlobalState
|
||||
|
||||
ClientConnect, //pfnClientConnect
|
||||
ClientDisconnect, //pfnClientDisconnect
|
||||
ClientKill, //pfnClientKill
|
||||
ClientPutInServer, //pfnClientPutInServer
|
||||
ClientCommand, //pfnClientCommand
|
||||
ClientUserInfoChanged, //pfnClientUserInfoChanged
|
||||
ServerActivate, //pfnServerActivate
|
||||
ServerDeactivate, //pfnServerDeactivate
|
||||
|
||||
PlayerPreThink, //pfnPlayerPreThink
|
||||
PlayerPostThink, //pfnPlayerPostThink
|
||||
|
||||
StartFrame, //pfnStartFrame
|
||||
ParmsNewLevel, //pfnParmsNewLevel
|
||||
ParmsChangeLevel, //pfnParmsChangeLevel
|
||||
|
||||
GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game.
|
||||
PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player.
|
||||
|
||||
SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server
|
||||
SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server
|
||||
SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t)
|
||||
|
||||
Sys_Error, //pfnSys_Error Called when engine has encountered an error
|
||||
|
||||
PM_Move, //pfnPM_Move
|
||||
PM_Init, //pfnPM_Init Server version of player movement initialization
|
||||
PM_FindTextureType, //pfnPM_FindTextureType
|
||||
|
||||
SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client
|
||||
UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client
|
||||
AddToFullPack, //pfnAddToFullPack
|
||||
CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too.
|
||||
RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding
|
||||
GetWeaponData, //pfnGetWeaponData
|
||||
CmdStart, //pfnCmdStart
|
||||
CmdEnd, //pfnCmdEnd
|
||||
ConnectionlessPacket, //pfnConnectionlessPacket
|
||||
GetHullBounds, //pfnGetHullBounds
|
||||
CreateInstancedBaselines, //pfnCreateInstancedBaselines
|
||||
InconsistentFile, //pfnInconsistentFile
|
||||
AllowLagCompensation, //pfnAllowLagCompensation
|
||||
};
|
||||
|
||||
static void SetObjectCollisionBox( entvars_t *pev );
|
||||
|
||||
int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion )
|
||||
{
|
||||
if ( !pFunctionTable || interfaceVersion != INTERFACE_VERSION )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion )
|
||||
{
|
||||
if ( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION )
|
||||
{
|
||||
// Tell engine what version we had, so it can figure out who is out of date.
|
||||
*interfaceVersion = INTERFACE_VERSION;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
|
||||
int DispatchSpawn( edict_t *pent )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
|
||||
if (pEntity)
|
||||
{
|
||||
// Initialize these or entities who don't link to the world won't have anything in here
|
||||
pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
|
||||
pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
|
||||
|
||||
pEntity->Spawn();
|
||||
|
||||
// Try to get the pointer again, in case the spawn function deleted the entity.
|
||||
// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
|
||||
// that would touch too much code for me to do that right now.
|
||||
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
|
||||
if ( pEntity )
|
||||
{
|
||||
if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) )
|
||||
return -1; // return that this entity should be deleted
|
||||
if ( pEntity->pev->flags & FL_KILLME )
|
||||
return -1;
|
||||
}
|
||||
|
||||
|
||||
// Handle global stuff here
|
||||
if ( pEntity && pEntity->pev->globalname )
|
||||
{
|
||||
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
|
||||
if ( pGlobal )
|
||||
{
|
||||
// Already dead? delete
|
||||
if ( pGlobal->state == GLOBAL_DEAD )
|
||||
return -1;
|
||||
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
|
||||
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
|
||||
// In this level & not dead, continue on as normal
|
||||
}
|
||||
else
|
||||
{
|
||||
// Spawned entities default to 'On'
|
||||
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
|
||||
// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) );
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd )
|
||||
{
|
||||
if ( !pkvd || !pentKeyvalue )
|
||||
return;
|
||||
|
||||
EntvarsKeyvalue( VARS(pentKeyvalue), pkvd );
|
||||
|
||||
// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
|
||||
// not exist yet.
|
||||
if ( pkvd->fHandled || pkvd->szClassName == NULL )
|
||||
return;
|
||||
|
||||
// Get the actualy entity object
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue);
|
||||
|
||||
if ( !pEntity )
|
||||
return;
|
||||
|
||||
pEntity->KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
|
||||
// while it builds the graph
|
||||
BOOL gTouchDisabled = FALSE;
|
||||
void DispatchTouch( edict_t *pentTouched, edict_t *pentOther )
|
||||
{
|
||||
if ( gTouchDisabled )
|
||||
return;
|
||||
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched);
|
||||
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
|
||||
|
||||
if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) )
|
||||
pEntity->Touch( pOther );
|
||||
}
|
||||
|
||||
|
||||
void DispatchUse( edict_t *pentUsed, edict_t *pentOther )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed);
|
||||
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther);
|
||||
|
||||
if (pEntity && !(pEntity->pev->flags & FL_KILLME) )
|
||||
pEntity->Use( pOther, pOther, USE_TOGGLE, 0 );
|
||||
}
|
||||
|
||||
void DispatchThink( edict_t *pent )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
if (pEntity)
|
||||
{
|
||||
if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) )
|
||||
ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) );
|
||||
|
||||
pEntity->Think();
|
||||
}
|
||||
}
|
||||
|
||||
void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked );
|
||||
CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
|
||||
|
||||
if (pEntity)
|
||||
pEntity->Blocked( pOther );
|
||||
}
|
||||
|
||||
void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
|
||||
if ( pEntity && pSaveData )
|
||||
{
|
||||
ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ];
|
||||
|
||||
if ( pTable->pent != pent )
|
||||
ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" );
|
||||
|
||||
if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE )
|
||||
return;
|
||||
|
||||
// These don't use ltime & nextthink as times really, but we'll fudge around it.
|
||||
if ( pEntity->pev->movetype == MOVETYPE_PUSH )
|
||||
{
|
||||
float delta = pEntity->pev->nextthink - pEntity->pev->ltime;
|
||||
pEntity->pev->ltime = gpGlobals->time;
|
||||
pEntity->pev->nextthink = pEntity->pev->ltime + delta;
|
||||
}
|
||||
|
||||
pTable->location = pSaveData->size; // Remember entity position for file I/O
|
||||
pTable->classname = pEntity->pev->classname; // Remember entity class for respawn
|
||||
|
||||
CSave saveHelper( pSaveData );
|
||||
pEntity->Save( saveHelper );
|
||||
|
||||
pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// Find the matching global entity. Spit out an error if the designer made entities of
|
||||
// different classes with the same global name
|
||||
CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname )
|
||||
{
|
||||
edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) );
|
||||
CBaseEntity *pReturn = CBaseEntity::Instance( pent );
|
||||
if ( pReturn )
|
||||
{
|
||||
if ( !FClassnameIs( pReturn->pev, STRING(classname) ) )
|
||||
{
|
||||
ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) );
|
||||
pReturn = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
return pReturn;
|
||||
}
|
||||
|
||||
|
||||
int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
|
||||
if ( pEntity && pSaveData )
|
||||
{
|
||||
entvars_t tmpVars;
|
||||
Vector oldOffset;
|
||||
|
||||
CRestore restoreHelper( pSaveData );
|
||||
if ( globalEntity )
|
||||
{
|
||||
CRestore tmpRestore( pSaveData );
|
||||
tmpRestore.PrecacheMode( 0 );
|
||||
tmpRestore.ReadEntVars( "ENTVARS", &tmpVars );
|
||||
|
||||
// HACKHACK - reset the save pointers, we're going to restore for real this time
|
||||
pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
|
||||
pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
|
||||
// -------------------
|
||||
|
||||
|
||||
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname );
|
||||
|
||||
// Don't overlay any instance of the global that isn't the latest
|
||||
// pSaveData->szCurrentMapName is the level this entity is coming from
|
||||
// pGlobla->levelName is the last level the global entity was active in.
|
||||
// If they aren't the same, then this global update is out of date.
|
||||
if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) )
|
||||
return 0;
|
||||
|
||||
// Compute the new global offset
|
||||
oldOffset = pSaveData->vecLandmarkOffset;
|
||||
CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname );
|
||||
if ( pNewEntity )
|
||||
{
|
||||
// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) );
|
||||
// Tell the restore code we're overlaying a global entity from another level
|
||||
restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields
|
||||
pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
|
||||
pEntity = pNewEntity;// we're going to restore this data OVER the old entity
|
||||
pent = ENT( pEntity->pev );
|
||||
// Update the global table to say that the global definition of this entity should come from this level
|
||||
gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname );
|
||||
}
|
||||
else
|
||||
{
|
||||
// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
|
||||
// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
|
||||
return 0;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN )
|
||||
{
|
||||
pEntity->Restore( restoreHelper );
|
||||
pEntity->Spawn();
|
||||
}
|
||||
else
|
||||
{
|
||||
pEntity->Restore( restoreHelper );
|
||||
pEntity->Precache( );
|
||||
}
|
||||
|
||||
// Again, could be deleted, get the pointer again.
|
||||
pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
|
||||
#if 0
|
||||
if ( pEntity && pEntity->pev->globalname && globalEntity )
|
||||
{
|
||||
ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) );
|
||||
}
|
||||
#endif
|
||||
|
||||
// Is this an overriding global entity (coming over the transition), or one restoring in a level
|
||||
if ( globalEntity )
|
||||
{
|
||||
// ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) );
|
||||
pSaveData->vecLandmarkOffset = oldOffset;
|
||||
if ( pEntity )
|
||||
{
|
||||
UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin );
|
||||
pEntity->OverrideReset();
|
||||
}
|
||||
}
|
||||
else if ( pEntity && pEntity->pev->globalname )
|
||||
{
|
||||
const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
|
||||
if ( pGlobal )
|
||||
{
|
||||
// Already dead? delete
|
||||
if ( pGlobal->state == GLOBAL_DEAD )
|
||||
return -1;
|
||||
else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
|
||||
{
|
||||
pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
|
||||
}
|
||||
// In this level & not dead, continue on as normal
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) );
|
||||
// Spawned entities default to 'On'
|
||||
gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
|
||||
}
|
||||
}
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
void DispatchObjectCollsionBox( edict_t *pent )
|
||||
{
|
||||
CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
if (pEntity)
|
||||
{
|
||||
pEntity->SetObjectCollisionBox();
|
||||
}
|
||||
else
|
||||
SetObjectCollisionBox( &pent->v );
|
||||
}
|
||||
|
||||
|
||||
void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
|
||||
{
|
||||
CSave saveHelper( pSaveData );
|
||||
saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount );
|
||||
}
|
||||
|
||||
|
||||
void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
|
||||
{
|
||||
CRestore restoreHelper( pSaveData );
|
||||
restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount );
|
||||
}
|
||||
|
||||
|
||||
edict_t * EHANDLE::Get( void )
|
||||
{
|
||||
if (m_pent)
|
||||
{
|
||||
if (m_pent->serialnumber == m_serialnumber)
|
||||
return m_pent;
|
||||
else
|
||||
return NULL;
|
||||
}
|
||||
return NULL;
|
||||
};
|
||||
|
||||
edict_t * EHANDLE::Set( edict_t *pent )
|
||||
{
|
||||
m_pent = pent;
|
||||
if (pent)
|
||||
m_serialnumber = m_pent->serialnumber;
|
||||
return pent;
|
||||
};
|
||||
|
||||
|
||||
EHANDLE :: operator CBaseEntity *()
|
||||
{
|
||||
return (CBaseEntity *)GET_PRIVATE( Get( ) );
|
||||
};
|
||||
|
||||
|
||||
CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity)
|
||||
{
|
||||
if (pEntity)
|
||||
{
|
||||
m_pent = ENT( pEntity->pev );
|
||||
if (m_pent)
|
||||
m_serialnumber = m_pent->serialnumber;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pent = NULL;
|
||||
m_serialnumber = 0;
|
||||
}
|
||||
return pEntity;
|
||||
}
|
||||
|
||||
EHANDLE :: operator int ()
|
||||
{
|
||||
return Get() != NULL;
|
||||
}
|
||||
|
||||
CBaseEntity * EHANDLE :: operator -> ()
|
||||
{
|
||||
return (CBaseEntity *)GET_PRIVATE( Get( ) );
|
||||
}
|
||||
|
||||
|
||||
// give health
|
||||
int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType )
|
||||
{
|
||||
if (!pev->takedamage)
|
||||
return 0;
|
||||
|
||||
// heal
|
||||
if ( pev->health >= pev->max_health )
|
||||
return 0;
|
||||
|
||||
pev->health += flHealth;
|
||||
|
||||
if (pev->health > pev->max_health)
|
||||
pev->health = pev->max_health;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
|
||||
|
||||
int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
Vector vecTemp;
|
||||
|
||||
if (!pev->takedamage)
|
||||
return 0;
|
||||
|
||||
// UNDONE: some entity types may be immune or resistant to some bitsDamageType
|
||||
|
||||
// if Attacker == Inflictor, the attack was a melee or other instant-hit attack.
|
||||
// (that is, no actual entity projectile was involved in the attack so use the shooter's origin).
|
||||
if ( pevAttacker == pevInflictor )
|
||||
{
|
||||
vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
else
|
||||
// an actual missile was involved.
|
||||
{
|
||||
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
|
||||
// this global is still used for glass and other non-monster killables, along with decals.
|
||||
g_vecAttackDir = vecTemp.Normalize();
|
||||
|
||||
// save damage based on the target's armor level
|
||||
|
||||
// figure momentum add (don't let hurt brushes or other triggers move player)
|
||||
if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) )
|
||||
{
|
||||
Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5;
|
||||
vecDir = vecDir.Normalize();
|
||||
|
||||
float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5;
|
||||
|
||||
if (flForce > 1000.0)
|
||||
flForce = 1000.0;
|
||||
pev->velocity = pev->velocity + vecDir * flForce;
|
||||
}
|
||||
|
||||
// do the damage
|
||||
pev->health -= flDamage;
|
||||
if (pev->health <= 0)
|
||||
{
|
||||
Killed( pevAttacker, GIB_NORMAL );
|
||||
return 0;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib )
|
||||
{
|
||||
pev->takedamage = DAMAGE_NO;
|
||||
pev->deadflag = DEAD_DEAD;
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
||||
|
||||
CBaseEntity *CBaseEntity::GetNextTarget( void )
|
||||
{
|
||||
if ( FStringNull( pev->target ) )
|
||||
return NULL;
|
||||
edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) );
|
||||
if ( FNullEnt(pTarget) )
|
||||
return NULL;
|
||||
|
||||
return Instance( pTarget );
|
||||
}
|
||||
|
||||
// Global Savedata for Delay
|
||||
TYPEDESCRIPTION CBaseEntity::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ),
|
||||
|
||||
DEFINE_FIELD( CBaseEntity, m_pfnThink, FIELD_FUNCTION ), // UNDONE: Build table of these!!!
|
||||
DEFINE_FIELD( CBaseEntity, m_pfnTouch, FIELD_FUNCTION ),
|
||||
DEFINE_FIELD( CBaseEntity, m_pfnUse, FIELD_FUNCTION ),
|
||||
DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ),
|
||||
};
|
||||
|
||||
|
||||
int CBaseEntity::Save( CSave &save )
|
||||
{
|
||||
if ( save.WriteEntVars( "ENTVARS", pev ) )
|
||||
return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
int CBaseEntity::Restore( CRestore &restore )
|
||||
{
|
||||
int status;
|
||||
|
||||
status = restore.ReadEntVars( "ENTVARS", pev );
|
||||
if ( status )
|
||||
status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) );
|
||||
|
||||
if ( pev->modelindex != 0 && !FStringNull(pev->model) )
|
||||
{
|
||||
Vector mins, maxs;
|
||||
mins = pev->mins; // Set model is about to destroy these
|
||||
maxs = pev->maxs;
|
||||
|
||||
|
||||
PRECACHE_MODEL( (char *)STRING(pev->model) );
|
||||
SET_MODEL(ENT(pev), STRING(pev->model));
|
||||
UTIL_SetSize(pev, mins, maxs); // Reset them
|
||||
}
|
||||
|
||||
return status;
|
||||
}
|
||||
|
||||
|
||||
// Initialize absmin & absmax to the appropriate box
|
||||
void SetObjectCollisionBox( entvars_t *pev )
|
||||
{
|
||||
if ( (pev->solid == SOLID_BSP) &&
|
||||
(pev->angles.x || pev->angles.y|| pev->angles.z) )
|
||||
{ // expand for rotation
|
||||
float max, v;
|
||||
int i;
|
||||
|
||||
max = 0;
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
v = fabs( pev->mins[i]);
|
||||
if (v > max)
|
||||
max = v;
|
||||
v = fabs( pev->maxs[i]);
|
||||
if (v > max)
|
||||
max = v;
|
||||
}
|
||||
for (i=0 ; i<3 ; i++)
|
||||
{
|
||||
pev->absmin[i] = pev->origin[i] - max;
|
||||
pev->absmax[i] = pev->origin[i] + max;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->absmin = pev->origin + pev->mins;
|
||||
pev->absmax = pev->origin + pev->maxs;
|
||||
}
|
||||
|
||||
pev->absmin.x -= 1;
|
||||
pev->absmin.y -= 1;
|
||||
pev->absmin.z -= 1;
|
||||
pev->absmax.x += 1;
|
||||
pev->absmax.y += 1;
|
||||
pev->absmax.z += 1;
|
||||
}
|
||||
|
||||
|
||||
void CBaseEntity::SetObjectCollisionBox( void )
|
||||
{
|
||||
::SetObjectCollisionBox( pev );
|
||||
}
|
||||
|
||||
|
||||
int CBaseEntity :: Intersects( CBaseEntity *pOther )
|
||||
{
|
||||
if ( pOther->pev->absmin.x > pev->absmax.x ||
|
||||
pOther->pev->absmin.y > pev->absmax.y ||
|
||||
pOther->pev->absmin.z > pev->absmax.z ||
|
||||
pOther->pev->absmax.x < pev->absmin.x ||
|
||||
pOther->pev->absmax.y < pev->absmin.y ||
|
||||
pOther->pev->absmax.z < pev->absmin.z )
|
||||
return 0;
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CBaseEntity :: MakeDormant( void )
|
||||
{
|
||||
SetBits( pev->flags, FL_DORMANT );
|
||||
|
||||
// Don't touch
|
||||
pev->solid = SOLID_NOT;
|
||||
// Don't move
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
// Don't draw
|
||||
SetBits( pev->effects, EF_NODRAW );
|
||||
// Don't think
|
||||
pev->nextthink = 0;
|
||||
// Relink
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
int CBaseEntity :: IsDormant( void )
|
||||
{
|
||||
return FBitSet( pev->flags, FL_DORMANT );
|
||||
}
|
||||
|
||||
BOOL CBaseEntity :: IsInWorld( void )
|
||||
{
|
||||
// position
|
||||
if (pev->origin.x >= 4096) return FALSE;
|
||||
if (pev->origin.y >= 4096) return FALSE;
|
||||
if (pev->origin.z >= 4096) return FALSE;
|
||||
if (pev->origin.x <= -4096) return FALSE;
|
||||
if (pev->origin.y <= -4096) return FALSE;
|
||||
if (pev->origin.z <= -4096) return FALSE;
|
||||
// speed
|
||||
if (pev->velocity.x >= 2000) return FALSE;
|
||||
if (pev->velocity.y >= 2000) return FALSE;
|
||||
if (pev->velocity.z >= 2000) return FALSE;
|
||||
if (pev->velocity.x <= -2000) return FALSE;
|
||||
if (pev->velocity.y <= -2000) return FALSE;
|
||||
if (pev->velocity.z <= -2000) return FALSE;
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState )
|
||||
{
|
||||
if ( useType != USE_TOGGLE && useType != USE_SET )
|
||||
{
|
||||
if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) )
|
||||
return 0;
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
|
||||
int CBaseEntity :: DamageDecal( int bitsDamageType )
|
||||
{
|
||||
if ( pev->rendermode == kRenderTransAlpha )
|
||||
return -1;
|
||||
|
||||
if ( pev->rendermode != kRenderNormal )
|
||||
return DECAL_BPROOF1;
|
||||
|
||||
return DECAL_GUNSHOT1 + RANDOM_LONG(0,4);
|
||||
}
|
||||
|
||||
|
||||
|
||||
// NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity
|
||||
// will keep a pointer to it after this call.
|
||||
CBaseEntity * CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner )
|
||||
{
|
||||
edict_t *pent;
|
||||
CBaseEntity *pEntity;
|
||||
|
||||
pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName ));
|
||||
if ( FNullEnt( pent ) )
|
||||
{
|
||||
ALERT ( at_console, "NULL Ent in Create!\n" );
|
||||
return NULL;
|
||||
}
|
||||
pEntity = Instance( pent );
|
||||
pEntity->pev->owner = pentOwner;
|
||||
pEntity->pev->origin = vecOrigin;
|
||||
pEntity->pev->angles = vecAngles;
|
||||
DispatchSpawn( pEntity->edict() );
|
||||
return pEntity;
|
||||
}
|
||||
|
||||
|
||||
801
hlsdk/dmc/dlls/cbase.h
Normal file
801
hlsdk/dmc/dlls/cbase.h
Normal file
@@ -0,0 +1,801 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
Class Hierachy
|
||||
|
||||
CBaseEntity
|
||||
CBaseDelay
|
||||
CBaseToggle
|
||||
CBaseItem
|
||||
CBaseMonster
|
||||
CBaseCycler
|
||||
CBasePlayer
|
||||
CBaseGroup
|
||||
*/
|
||||
|
||||
#define MAX_PATH_SIZE 10 // max number of nodes available for a path.
|
||||
|
||||
// These are caps bits to indicate what an object's capabilities (currently used for save/restore and level transitions)
|
||||
#define FCAP_CUSTOMSAVE 0x00000001
|
||||
#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions
|
||||
#define FCAP_MUST_SPAWN 0x00000004 // Spawn after restore
|
||||
#define FCAP_DONT_SAVE 0x80000000 // Don't save this
|
||||
#define FCAP_IMPULSE_USE 0x00000008 // can be used by the player
|
||||
#define FCAP_CONTINUOUS_USE 0x00000010 // can be used by the player
|
||||
#define FCAP_ONOFF_USE 0x00000020 // can be used by the player
|
||||
#define FCAP_DIRECTIONAL_USE 0x00000040 // Player sends +/- 1 when using (currently only tracktrains)
|
||||
#define FCAP_MASTER 0x00000080 // Can be used to "master" other entities (like multisource)
|
||||
|
||||
// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!!
|
||||
#define FCAP_FORCE_TRANSITION 0x00000080 // ALWAYS goes across transitions
|
||||
|
||||
#include "saverestore.h"
|
||||
#include "schedule.h"
|
||||
|
||||
#ifndef MONSTEREVENT_H
|
||||
#include "monsterevent.h"
|
||||
#endif
|
||||
|
||||
// C functions for external declarations that call the appropriate C++ methods
|
||||
|
||||
#ifdef _WIN32
|
||||
#define EXPORT _declspec( dllexport )
|
||||
#else
|
||||
#define EXPORT /* */
|
||||
#endif
|
||||
|
||||
extern "C" EXPORT int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion );
|
||||
extern "C" EXPORT int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion );
|
||||
|
||||
extern int DispatchSpawn( edict_t *pent );
|
||||
extern void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd );
|
||||
extern void DispatchTouch( edict_t *pentTouched, edict_t *pentOther );
|
||||
extern void DispatchUse( edict_t *pentUsed, edict_t *pentOther );
|
||||
extern void DispatchThink( edict_t *pent );
|
||||
extern void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther );
|
||||
extern void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData );
|
||||
extern int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity );
|
||||
extern void DispatchObjectCollsionBox( edict_t *pent );
|
||||
extern void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
|
||||
extern void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
|
||||
extern void SaveGlobalState( SAVERESTOREDATA *pSaveData );
|
||||
extern void RestoreGlobalState( SAVERESTOREDATA *pSaveData );
|
||||
extern void ResetGlobalState( void );
|
||||
|
||||
typedef enum { USE_OFF = 0, USE_ON = 1, USE_SET = 2, USE_TOGGLE = 3 } USE_TYPE;
|
||||
|
||||
extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
typedef void (CBaseEntity::*BASEPTR)(void);
|
||||
typedef void (CBaseEntity::*ENTITYFUNCPTR)(CBaseEntity *pOther );
|
||||
typedef void (CBaseEntity::*USEPTR)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
// For CLASSIFY
|
||||
#define CLASS_NONE 0
|
||||
#define CLASS_MACHINE 1
|
||||
#define CLASS_PLAYER 2
|
||||
#define CLASS_HUMAN_PASSIVE 3
|
||||
#define CLASS_HUMAN_MILITARY 4
|
||||
#define CLASS_ALIEN_MILITARY 5
|
||||
#define CLASS_ALIEN_PASSIVE 6
|
||||
#define CLASS_ALIEN_MONSTER 7
|
||||
#define CLASS_ALIEN_PREY 8
|
||||
#define CLASS_ALIEN_PREDATOR 9
|
||||
#define CLASS_INSECT 10
|
||||
#define CLASS_PLAYER_ALLY 11
|
||||
#define CLASS_PLAYER_BIOWEAPON 12 // hornets and snarks.launched by players
|
||||
#define CLASS_ALIEN_BIOWEAPON 13 // hornets and snarks.launched by the alien menace
|
||||
#define CLASS_BARNACLE 99 // special because no one pays attention to it, and it eats a wide cross-section of creatures.
|
||||
|
||||
class CBaseEntity;
|
||||
class CBaseMonster;
|
||||
class CBasePlayerItem;
|
||||
class CSquadMonster;
|
||||
|
||||
|
||||
#define SF_NORESPAWN ( 1 << 30 )// !!!set this bit on guns and stuff that should never respawn.
|
||||
|
||||
//
|
||||
// EHANDLE. Safe way to point to CBaseEntities who may die between frames
|
||||
//
|
||||
class EHANDLE
|
||||
{
|
||||
private:
|
||||
edict_t *m_pent;
|
||||
int m_serialnumber;
|
||||
public:
|
||||
edict_t *Get( void );
|
||||
edict_t *Set( edict_t *pent );
|
||||
|
||||
operator int ();
|
||||
|
||||
operator CBaseEntity *();
|
||||
|
||||
CBaseEntity * operator = (CBaseEntity *pEntity);
|
||||
CBaseEntity * operator ->();
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// Base Entity. All entity types derive from this
|
||||
//
|
||||
class CBaseEntity
|
||||
{
|
||||
public:
|
||||
// Constructor. Set engine to use C/C++ callback functions
|
||||
// pointers to engine data
|
||||
entvars_t *pev; // Don't need to save/restore this pointer, the engine resets it
|
||||
|
||||
// path corners
|
||||
CBaseEntity *m_pGoalEnt;// path corner we are heading towards
|
||||
CBaseEntity *m_pLink;// used for temporary link-list operations.
|
||||
|
||||
// initialization functions
|
||||
virtual void Spawn( void ) { return; }
|
||||
virtual void Precache( void ) { return; }
|
||||
virtual void KeyValue( KeyValueData* pkvd) { pkvd->fHandled = FALSE; }
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
virtual int ObjectCaps( void ) { return FCAP_ACROSS_TRANSITION; }
|
||||
virtual void Activate( void ) {}
|
||||
|
||||
// Setup the object->object collision box (pev->mins / pev->maxs is the object->world collision box)
|
||||
virtual void SetObjectCollisionBox( void );
|
||||
|
||||
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that monsters with different classnames
|
||||
// still realize that they are teammates. (overridden for monsters that form groups)
|
||||
virtual int Classify ( void ) { return CLASS_NONE; };
|
||||
virtual void DeathNotice ( entvars_t *pevChild ) {}// monster maker children use this to tell the monster maker that they have died.
|
||||
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||||
virtual void TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
virtual BOOL IsTriggered( CBaseEntity *pActivator ) {return TRUE;}
|
||||
virtual CBaseMonster *MyMonsterPointer( void ) { return NULL;}
|
||||
virtual CSquadMonster *MySquadMonsterPointer( void ) { return NULL;}
|
||||
virtual int GetToggleState( void ) { return TS_AT_TOP; }
|
||||
virtual void AddPoints( int score, BOOL bAllowNegativeScore ) {}
|
||||
virtual void AddPointsToTeam( int score, BOOL bAllowNegativeScore ) {}
|
||||
virtual BOOL AddPlayerItem( CBasePlayerItem *pItem ) { return 0; }
|
||||
virtual BOOL RemovePlayerItem( CBasePlayerItem *pItem ) { return 0; }
|
||||
virtual int GiveAmmo( int iAmount, char *szName, int iMax ) { return -1; };
|
||||
virtual float GetDelay( void ) { return 0; }
|
||||
virtual int IsMoving( void ) { return pev->velocity != g_vecZero; }
|
||||
virtual void OverrideReset( void ) {}
|
||||
virtual int DamageDecal( int bitsDamageType );
|
||||
// This is ONLY used by the node graph to test movement through a door
|
||||
virtual void SetToggleState( int state ) {}
|
||||
virtual void StartSneaking( void ) {}
|
||||
virtual void StopSneaking( void ) {}
|
||||
virtual BOOL OnControls( entvars_t *onpev ) { return FALSE; }
|
||||
virtual BOOL IsSneaking( void ) { return FALSE; }
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
|
||||
virtual BOOL IsBSPModel( void ) { return pev->solid == SOLID_BSP || pev->movetype == MOVETYPE_PUSHSTEP; }
|
||||
virtual BOOL ReflectGauss( void ) { return ( IsBSPModel() && !pev->takedamage ); }
|
||||
virtual BOOL HasTarget( string_t targetname ) { return FStrEq(STRING(targetname), STRING(pev->targetname) ); }
|
||||
virtual BOOL IsInWorld( void );
|
||||
virtual BOOL IsPlayer( void ) { return FALSE; }
|
||||
virtual BOOL IsNetClient( void ) { return FALSE; }
|
||||
virtual const char *TeamID( void ) { return ""; }
|
||||
|
||||
|
||||
// virtual void SetActivator( CBaseEntity *pActivator ) {}
|
||||
virtual CBaseEntity *GetNextTarget( void );
|
||||
|
||||
// fundamental callbacks
|
||||
void (CBaseEntity ::*m_pfnThink)(void);
|
||||
void (CBaseEntity ::*m_pfnTouch)( CBaseEntity *pOther );
|
||||
void (CBaseEntity ::*m_pfnUse)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void (CBaseEntity ::*m_pfnBlocked)( CBaseEntity *pOther );
|
||||
|
||||
virtual void Think( void ) { if (m_pfnThink) (this->*m_pfnThink)(); };
|
||||
virtual void Touch( CBaseEntity *pOther ) { if (m_pfnTouch) (this->*m_pfnTouch)( pOther ); };
|
||||
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if (m_pfnUse)
|
||||
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
|
||||
}
|
||||
virtual void Blocked( CBaseEntity *pOther ) { if (m_pfnBlocked) (this->*m_pfnBlocked)( pOther ); };
|
||||
|
||||
// allow engine to allocate instance data
|
||||
void *operator new( size_t stAllocateBlock, entvars_t *newpev )
|
||||
{
|
||||
return (void *)ALLOC_PRIVATE(ENT(newpev), stAllocateBlock);
|
||||
};
|
||||
|
||||
// don't use this.
|
||||
#if defined(_MSC_VER) && _MSC_VER >= 1200 // only build this code if MSVC++ 6.0 or higher
|
||||
void operator delete(void *pMem, entvars_t *pev)
|
||||
{
|
||||
pev->flags |= FL_KILLME;
|
||||
};
|
||||
#endif
|
||||
|
||||
void UpdateOnRemove( void );
|
||||
|
||||
// common member functions
|
||||
void EXPORT SUB_Remove( void );
|
||||
void EXPORT SUB_DoNothing( void );
|
||||
void EXPORT SUB_StartFadeOut ( void );
|
||||
void EXPORT SUB_FadeOut ( void );
|
||||
void EXPORT SUB_CallUseToggle( void ) { this->Use( this, this, USE_TOGGLE, 0 ); }
|
||||
int ShouldToggle( USE_TYPE useType, BOOL currentState );
|
||||
void FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq = 4, int iDamage = 0, entvars_t *pevAttacker = NULL );
|
||||
|
||||
virtual CBaseEntity *Respawn( void ) { return NULL; }
|
||||
|
||||
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
|
||||
// Do the bounding boxes of these two intersect?
|
||||
int Intersects( CBaseEntity *pOther );
|
||||
void MakeDormant( void );
|
||||
int IsDormant( void );
|
||||
BOOL IsLockedByMaster( void ) { return FALSE; }
|
||||
|
||||
static CBaseEntity *Instance( edict_t *pent )
|
||||
{
|
||||
if ( !pent )
|
||||
pent = ENT(0);
|
||||
CBaseEntity *pEnt = (CBaseEntity *)GET_PRIVATE(pent);
|
||||
return pEnt;
|
||||
}
|
||||
|
||||
static CBaseEntity *Instance( entvars_t *instpev ) { return Instance( ENT( instpev ) ); }
|
||||
static CBaseEntity *Instance( int inst_eoffset) { return Instance( ENT( inst_eoffset) ); }
|
||||
|
||||
CBaseMonster *GetMonsterPointer( entvars_t *pevMonster )
|
||||
{
|
||||
CBaseEntity *pEntity = Instance( pevMonster );
|
||||
if ( pEntity )
|
||||
return pEntity->MyMonsterPointer();
|
||||
return NULL;
|
||||
}
|
||||
CBaseMonster *GetMonsterPointer( edict_t *pentMonster )
|
||||
{
|
||||
CBaseEntity *pEntity = Instance( pentMonster );
|
||||
if ( pEntity )
|
||||
return pEntity->MyMonsterPointer();
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// Ugly code to lookup all functions to make sure they are exported when set.
|
||||
#ifdef _DEBUG
|
||||
void FunctionCheck( void *pFunction, char *name )
|
||||
{
|
||||
#ifdef _WIN32
|
||||
if (pFunction && !NAME_FOR_FUNCTION((unsigned long)(pFunction)) )
|
||||
ALERT( at_error, "No EXPORT: %s:%s (%08lx)\n", STRING(pev->classname), name, (unsigned long)pFunction );
|
||||
#endif // _WIN32
|
||||
}
|
||||
|
||||
BASEPTR ThinkSet( BASEPTR func, char *name )
|
||||
{
|
||||
m_pfnThink = func;
|
||||
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnThink)))), name );
|
||||
return func;
|
||||
}
|
||||
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
|
||||
{
|
||||
m_pfnTouch = func;
|
||||
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnTouch)))), name );
|
||||
return func;
|
||||
}
|
||||
USEPTR UseSet( USEPTR func, char *name )
|
||||
{
|
||||
m_pfnUse = func;
|
||||
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnUse)))), name );
|
||||
return func;
|
||||
}
|
||||
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
|
||||
{
|
||||
m_pfnBlocked = func;
|
||||
FunctionCheck( (void *)*((int *)((char *)this + ( offsetof(CBaseEntity,m_pfnBlocked)))), name );
|
||||
return func;
|
||||
}
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
// virtual functions used by a few classes
|
||||
|
||||
// used by monsters that are created by the MonsterMaker
|
||||
virtual void UpdateOwner( void ) { return; };
|
||||
|
||||
|
||||
//
|
||||
static CBaseEntity *Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner = NULL );
|
||||
|
||||
virtual BOOL FBecomeProne( void ) {return FALSE;};
|
||||
edict_t *edict() { return ENT( pev ); };
|
||||
EOFFSET eoffset( ) { return OFFSET( pev ); };
|
||||
int entindex( ) { return ENTINDEX( edict() ); };
|
||||
|
||||
virtual Vector Center( ) { return (pev->absmax + pev->absmin) * 0.5; }; // center point of entity
|
||||
virtual Vector EyePosition( ) { return pev->origin + pev->view_ofs; }; // position of eyes
|
||||
virtual Vector EarPosition( ) { return pev->origin + pev->view_ofs; }; // position of ears
|
||||
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ); }; // position to shoot at
|
||||
|
||||
virtual int Illumination( ) { return GETENTITYILLUM( ENT( pev ) ); };
|
||||
|
||||
virtual BOOL FVisible ( CBaseEntity *pEntity );
|
||||
virtual BOOL FVisible ( const Vector &vecOrigin );
|
||||
|
||||
|
||||
// QUAKECLASSIC
|
||||
BOOL m_bAxHitMe;
|
||||
void Spawn_Telefog( Vector vecOrg, CBaseEntity *pOther );
|
||||
Vector m_vecTeleAngles;
|
||||
};
|
||||
|
||||
|
||||
|
||||
// Ugly technique to override base member functions
|
||||
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
|
||||
// member function of a base class. static_cast is a sleezy way around that problem.
|
||||
|
||||
#ifdef _DEBUG
|
||||
|
||||
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), #a )
|
||||
#define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
|
||||
#define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
|
||||
#define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
|
||||
|
||||
#else
|
||||
|
||||
#define SetThink( a ) m_pfnThink = static_cast <void (CBaseEntity::*)(void)> (a)
|
||||
#define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
|
||||
#define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
|
||||
#define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
|
||||
|
||||
#endif
|
||||
|
||||
|
||||
class CPointEntity : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
private:
|
||||
};
|
||||
|
||||
|
||||
typedef struct locksounds // sounds that doors and buttons make when locked/unlocked
|
||||
{
|
||||
string_t sLockedSound; // sound a door makes when it's locked
|
||||
string_t sLockedSentence; // sentence group played when door is locked
|
||||
string_t sUnlockedSound; // sound a door makes when it's unlocked
|
||||
string_t sUnlockedSentence; // sentence group played when door is unlocked
|
||||
|
||||
int iLockedSentence; // which sentence in sentence group to play next
|
||||
int iUnlockedSentence; // which sentence in sentence group to play next
|
||||
|
||||
float flwaitSound; // time delay between playing consecutive 'locked/unlocked' sounds
|
||||
float flwaitSentence; // time delay between playing consecutive sentences
|
||||
BYTE bEOFLocked; // true if hit end of list of locked sentences
|
||||
BYTE bEOFUnlocked; // true if hit end of list of unlocked sentences
|
||||
} locksound_t;
|
||||
|
||||
void PlayLockSounds(entvars_t *pev, locksound_t *pls, int flocked, int fbutton);
|
||||
|
||||
//
|
||||
// MultiSouce
|
||||
//
|
||||
|
||||
#define MAX_MULTI_TARGETS 16 // maximum number of targets a single multi_manager entity may be assigned.
|
||||
#define MS_MAX_TARGETS 32
|
||||
|
||||
class CMultiSource : public CPointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
int ObjectCaps( void ) { return (CPointEntity::ObjectCaps() | FCAP_MASTER); }
|
||||
BOOL IsTriggered( CBaseEntity *pActivator );
|
||||
void EXPORT Register( void );
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
EHANDLE m_rgEntities[MS_MAX_TARGETS];
|
||||
int m_rgTriggered[MS_MAX_TARGETS];
|
||||
|
||||
int m_iTotal;
|
||||
string_t m_globalstate;
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// generic Delay entity.
|
||||
//
|
||||
class CBaseDelay : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
float m_flDelay;
|
||||
int m_iszKillTarget;
|
||||
|
||||
virtual void KeyValue( KeyValueData* pkvd);
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
// common member functions
|
||||
void SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value );
|
||||
void EXPORT DelayThink( void );
|
||||
};
|
||||
|
||||
|
||||
class CBaseAnimating : public CBaseDelay
|
||||
{
|
||||
public:
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
// Basic Monster Animation functions
|
||||
float StudioFrameAdvance( float flInterval = 0.0 ); // accumulate animation frame time from last time called until now
|
||||
int GetSequenceFlags( void );
|
||||
int LookupActivity ( int activity );
|
||||
int LookupActivityHeaviest ( int activity );
|
||||
int LookupSequence ( const char *label );
|
||||
void ResetSequenceInfo ( );
|
||||
void DispatchAnimEvents ( float flFutureInterval = 0.1 ); // Handle events that have happend since last time called up until X seconds into the future
|
||||
virtual void HandleAnimEvent( MonsterEvent_t *pEvent ) { return; };
|
||||
float SetBoneController ( int iController, float flValue );
|
||||
void InitBoneControllers ( void );
|
||||
float SetBlending ( int iBlender, float flValue );
|
||||
void GetBonePosition ( int iBone, Vector &origin, Vector &angles );
|
||||
void GetAutomovement( Vector &origin, Vector &angles, float flInterval = 0.1 );
|
||||
int FindTransition( int iEndingSequence, int iGoalSequence, int *piDir );
|
||||
void GetAttachment ( int iAttachment, Vector &origin, Vector &angles );
|
||||
void SetBodygroup( int iGroup, int iValue );
|
||||
int GetBodygroup( int iGroup );
|
||||
int ExtractBbox( int sequence, float *mins, float *maxs );
|
||||
void SetSequenceBox( void );
|
||||
|
||||
// animation needs
|
||||
float m_flFrameRate; // computed FPS for current sequence
|
||||
float m_flGroundSpeed; // computed linear movement rate for current sequence
|
||||
float m_flLastEventCheck; // last time the event list was checked
|
||||
BOOL m_fSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
|
||||
BOOL m_fSequenceLoops; // true if the sequence loops
|
||||
};
|
||||
|
||||
|
||||
//
|
||||
// generic Toggle entity.
|
||||
//
|
||||
#define SF_ITEM_USE_ONLY 256 // ITEM_USE_ONLY = BUTTON_USE_ONLY = DOOR_USE_ONLY!!!
|
||||
|
||||
class CBaseToggle : public CBaseAnimating
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
TOGGLE_STATE m_toggle_state;
|
||||
float m_flActivateFinished;//like attack_finished, but for doors
|
||||
float m_flMoveDistance;// how far a door should slide or rotate
|
||||
float m_flWait;
|
||||
float m_flLip;
|
||||
float m_flTWidth;// for plats
|
||||
float m_flTLength;// for plats
|
||||
|
||||
Vector m_vecPosition1;
|
||||
Vector m_vecPosition2;
|
||||
Vector m_vecAngle1;
|
||||
Vector m_vecAngle2;
|
||||
|
||||
int m_cTriggersLeft; // trigger_counter only, # of activations remaining
|
||||
float m_flHeight;
|
||||
EHANDLE m_hActivator;
|
||||
void (CBaseToggle::*m_pfnCallWhenMoveDone)(void);
|
||||
Vector m_vecFinalDest;
|
||||
Vector m_vecFinalAngle;
|
||||
|
||||
int m_bitsDamageInflict; // DMG_ damage type that the door or tigger does
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
virtual int GetToggleState( void ) { return m_toggle_state; }
|
||||
virtual float GetDelay( void ) { return m_flWait; }
|
||||
|
||||
// common member functions
|
||||
void LinearMove( Vector vecDest, float flSpeed );
|
||||
void EXPORT LinearMoveDone( void );
|
||||
void AngularMove( Vector vecDestAngle, float flSpeed );
|
||||
void EXPORT AngularMoveDone( void );
|
||||
BOOL IsLockedByMaster( void );
|
||||
|
||||
static float AxisValue( int flags, const Vector &angles );
|
||||
static void AxisDir( entvars_t *pev );
|
||||
static float AxisDelta( int flags, const Vector &angle1, const Vector &angle2 );
|
||||
|
||||
string_t m_sMaster; // If this button has a master switch, this is the targetname.
|
||||
// A master switch must be of the multisource type. If all
|
||||
// of the switches in the multisource have been triggered, then
|
||||
// the button will be allowed to operate. Otherwise, it will be
|
||||
// deactivated.
|
||||
};
|
||||
#define SetMoveDone( a ) m_pfnCallWhenMoveDone = static_cast <void (CBaseToggle::*)(void)> (a)
|
||||
|
||||
|
||||
// people gib if their health is <= this at the time of death
|
||||
#define GIB_HEALTH_VALUE -30
|
||||
|
||||
#define ROUTE_SIZE 8 // how many waypoints a monster can store at one time
|
||||
#define MAX_OLD_ENEMIES 4 // how many old enemies to remember
|
||||
|
||||
#define bits_CAP_DUCK ( 1 << 0 )// crouch
|
||||
#define bits_CAP_JUMP ( 1 << 1 )// jump/leap
|
||||
#define bits_CAP_STRAFE ( 1 << 2 )// strafe ( walk/run sideways)
|
||||
#define bits_CAP_SQUAD ( 1 << 3 )// can form squads
|
||||
#define bits_CAP_SWIM ( 1 << 4 )// proficiently navigate in water
|
||||
#define bits_CAP_CLIMB ( 1 << 5 )// climb ladders/ropes
|
||||
#define bits_CAP_USE ( 1 << 6 )// open doors/push buttons/pull levers
|
||||
#define bits_CAP_HEAR ( 1 << 7 )// can hear forced sounds
|
||||
#define bits_CAP_AUTO_DOORS ( 1 << 8 )// can trigger auto doors
|
||||
#define bits_CAP_OPEN_DOORS ( 1 << 9 )// can open manual doors
|
||||
#define bits_CAP_TURN_HEAD ( 1 << 10)// can turn head, always bone controller 0
|
||||
|
||||
#define bits_CAP_RANGE_ATTACK1 ( 1 << 11)// can do a range attack 1
|
||||
#define bits_CAP_RANGE_ATTACK2 ( 1 << 12)// can do a range attack 2
|
||||
#define bits_CAP_MELEE_ATTACK1 ( 1 << 13)// can do a melee attack 1
|
||||
#define bits_CAP_MELEE_ATTACK2 ( 1 << 14)// can do a melee attack 2
|
||||
|
||||
#define bits_CAP_FLY ( 1 << 15)// can fly, move all around
|
||||
|
||||
#define bits_CAP_DOORS_GROUP (bits_CAP_USE | bits_CAP_AUTO_DOORS | bits_CAP_OPEN_DOORS)
|
||||
|
||||
// used by suit voice to indicate damage sustained and repaired type to player
|
||||
|
||||
// instant damage
|
||||
|
||||
#define DMG_GENERIC 0 // generic damage was done
|
||||
#define DMG_CRUSH (1 << 0) // crushed by falling or moving object
|
||||
#define DMG_BULLET (1 << 1) // shot
|
||||
#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
|
||||
#define DMG_BURN (1 << 3) // heat burned
|
||||
#define DMG_FREEZE (1 << 4) // frozen
|
||||
#define DMG_FALL (1 << 5) // fell too far
|
||||
#define DMG_BLAST (1 << 6) // explosive blast damage
|
||||
#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
|
||||
#define DMG_SHOCK (1 << 8) // electric shock
|
||||
#define DMG_SONIC (1 << 9) // sound pulse shockwave
|
||||
#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
|
||||
#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
|
||||
#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
|
||||
#define DMG_DROWN (1 << 14) // Drowning
|
||||
// time-based damage
|
||||
#define DMG_TIMEBASED (~(0x3fff)) // mask for time-based damage
|
||||
|
||||
#define DMG_PARALYZE (1 << 15) // slows affected creature down
|
||||
#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
|
||||
#define DMG_POISON (1 << 17) // blood poisioning
|
||||
#define DMG_RADIATION (1 << 18) // radiation exposure
|
||||
#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
|
||||
#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
|
||||
#define DMG_SLOWBURN (1 << 21) // in an oven
|
||||
#define DMG_SLOWFREEZE (1 << 22) // in a subzero freezer
|
||||
#define DMG_MORTAR (1 << 23) // Hit by air raid (done to distinguish grenade from mortar)
|
||||
|
||||
#define DMG_IGNORE_MAXHEALTH (1<< 24) // Used by TakeHealth only. Ignores the player's max health when healing.
|
||||
|
||||
// these are the damage types that are allowed to gib corpses
|
||||
#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
|
||||
|
||||
// these are the damage types that have client hud art
|
||||
#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_FREEZE | DMG_SLOWFREEZE | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
|
||||
|
||||
// NOTE: tweak these values based on gameplay feedback:
|
||||
|
||||
#define PARALYZE_DURATION 2 // number of 2 second intervals to take damage
|
||||
#define PARALYZE_DAMAGE 1.0 // damage to take each 2 second interval
|
||||
|
||||
#define NERVEGAS_DURATION 2
|
||||
#define NERVEGAS_DAMAGE 5.0
|
||||
|
||||
#define POISON_DURATION 5
|
||||
#define POISON_DAMAGE 2.0
|
||||
|
||||
#define RADIATION_DURATION 2
|
||||
#define RADIATION_DAMAGE 1.0
|
||||
|
||||
#define ACID_DURATION 2
|
||||
#define ACID_DAMAGE 5.0
|
||||
|
||||
#define SLOWBURN_DURATION 2
|
||||
#define SLOWBURN_DAMAGE 1.0
|
||||
|
||||
#define SLOWFREEZE_DURATION 2
|
||||
#define SLOWFREEZE_DAMAGE 1.0
|
||||
|
||||
|
||||
#define itbd_Paralyze 0
|
||||
#define itbd_NerveGas 1
|
||||
#define itbd_Poison 2
|
||||
#define itbd_Radiation 3
|
||||
#define itbd_DrownRecover 4
|
||||
#define itbd_Acid 5
|
||||
#define itbd_SlowBurn 6
|
||||
#define itbd_SlowFreeze 7
|
||||
#define CDMG_TIMEBASED 8
|
||||
|
||||
// when calling KILLED(), a value that governs gib behavior is expected to be
|
||||
// one of these three values
|
||||
#define GIB_NORMAL 0// gib if entity was overkilled
|
||||
#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc )
|
||||
#define GIB_ALWAYS 2// always gib ( Houndeye Shock, Barnacle Bite )
|
||||
|
||||
class CBaseMonster;
|
||||
class CCineMonster;
|
||||
class CSound;
|
||||
|
||||
#include "basemonster.h"
|
||||
|
||||
|
||||
char *ButtonSound( int sound ); // get string of button sound number
|
||||
|
||||
|
||||
//
|
||||
// Generic Button
|
||||
//
|
||||
class CBaseButton : public CBaseToggle
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
virtual void Precache( void );
|
||||
void RotSpawn( void );
|
||||
virtual void KeyValue( KeyValueData* pkvd);
|
||||
|
||||
void ButtonActivate( );
|
||||
void SparkSoundCache( void );
|
||||
|
||||
void EXPORT ButtonShot( void );
|
||||
void EXPORT ButtonTouch( CBaseEntity *pOther );
|
||||
void EXPORT ButtonSpark ( void );
|
||||
void EXPORT TriggerAndWait( void );
|
||||
void EXPORT ButtonReturn( void );
|
||||
void EXPORT ButtonBackHome( void );
|
||||
void EXPORT ButtonUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
enum BUTTON_CODE { BUTTON_NOTHING, BUTTON_ACTIVATE, BUTTON_RETURN };
|
||||
BUTTON_CODE ButtonResponseToTouch( void );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
// Buttons that don't take damage can be IMPULSE used
|
||||
virtual int ObjectCaps( void ) { return (CBaseToggle:: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | (pev->takedamage?0:FCAP_IMPULSE_USE); }
|
||||
|
||||
BOOL m_fStayPushed; // button stays pushed in until touched again?
|
||||
BOOL m_fRotating; // a rotating button? default is a sliding button.
|
||||
|
||||
string_t m_strChangeTarget; // if this field is not null, this is an index into the engine string array.
|
||||
// when this button is touched, it's target entity's TARGET field will be set
|
||||
// to the button's ChangeTarget. This allows you to make a func_train switch paths, etc.
|
||||
|
||||
locksound_t m_ls; // door lock sounds
|
||||
|
||||
BYTE m_bLockedSound; // ordinals from entity selection
|
||||
BYTE m_bLockedSentence;
|
||||
BYTE m_bUnlockedSound;
|
||||
BYTE m_bUnlockedSentence;
|
||||
int m_sounds;
|
||||
};
|
||||
|
||||
//
|
||||
// Weapons
|
||||
//
|
||||
|
||||
#define BAD_WEAPON 0x00007FFF
|
||||
|
||||
//
|
||||
// Converts a entvars_t * to a class pointer
|
||||
// It will allocate the class and entity if necessary
|
||||
//
|
||||
template <class T> T * GetClassPtr( T *a )
|
||||
{
|
||||
entvars_t *pev = (entvars_t *)a;
|
||||
|
||||
// allocate entity if necessary
|
||||
if (pev == NULL)
|
||||
pev = VARS(CREATE_ENTITY());
|
||||
|
||||
// get the private data
|
||||
a = (T *)GET_PRIVATE(ENT(pev));
|
||||
|
||||
if (a == NULL)
|
||||
{
|
||||
// allocate private data
|
||||
a = new(pev) T;
|
||||
a->pev = pev;
|
||||
}
|
||||
return a;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
bit_PUSHBRUSH_DATA | bit_TOGGLE_DATA
|
||||
bit_MONSTER_DATA
|
||||
bit_DELAY_DATA
|
||||
bit_TOGGLE_DATA | bit_DELAY_DATA | bit_MONSTER_DATA
|
||||
bit_PLAYER_DATA | bit_MONSTER_DATA
|
||||
bit_MONSTER_DATA | CYCLER_DATA
|
||||
bit_LIGHT_DATA
|
||||
path_corner_data
|
||||
bit_MONSTER_DATA | wildcard_data
|
||||
bit_MONSTER_DATA | bit_GROUP_DATA
|
||||
boid_flock_data
|
||||
boid_data
|
||||
CYCLER_DATA
|
||||
bit_ITEM_DATA
|
||||
bit_ITEM_DATA | func_hud_data
|
||||
bit_TOGGLE_DATA | bit_ITEM_DATA
|
||||
EOFFSET
|
||||
env_sound_data
|
||||
env_sound_data
|
||||
push_trigger_data
|
||||
*/
|
||||
|
||||
#define TRACER_FREQ 4 // Tracers fire every 4 bullets
|
||||
|
||||
typedef struct _SelAmmo
|
||||
{
|
||||
BYTE Ammo1Type;
|
||||
BYTE Ammo1;
|
||||
BYTE Ammo2Type;
|
||||
BYTE Ammo2;
|
||||
} SelAmmo;
|
||||
|
||||
|
||||
// this moved here from world.cpp, to allow classes to be derived from it
|
||||
//=======================
|
||||
// CWorld
|
||||
//
|
||||
// This spawns first when each level begins.
|
||||
//=======================
|
||||
class CWorld : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
};
|
||||
|
||||
class CClientFog : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
float m_iStartDist;
|
||||
float m_iEndDist;
|
||||
};
|
||||
|
||||
// QUAKECLASSIC
|
||||
extern char *g_szDeathType;
|
||||
46
hlsdk/dmc/dlls/cdll_dll.h
Normal file
46
hlsdk/dmc/dlls/cdll_dll.h
Normal file
@@ -0,0 +1,46 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// cdll_dll.h
|
||||
|
||||
// this file is included by both the game-dll and the client-dll,
|
||||
|
||||
#ifndef CDLL_DLL_H
|
||||
#define CDLL_DLL_H
|
||||
|
||||
#define MAX_WEAPONS 257 // ???
|
||||
|
||||
#define MAX_WEAPON_SLOTS 9 // hud item selection slots
|
||||
#define MAX_ITEM_TYPES 6 // hud item selection slots
|
||||
|
||||
#define MAX_ITEMS 5 // hard coded item types
|
||||
|
||||
#define HIDEHUD_WEAPONS ( 1<<0 )
|
||||
#define HIDEHUD_FLASHLIGHT ( 1<<1 )
|
||||
#define HIDEHUD_ALL ( 1<<2 )
|
||||
#define HIDEHUD_HEALTH ( 1<<3 )
|
||||
|
||||
#define MAX_AMMO_TYPES 32 // ???
|
||||
#define MAX_AMMO_SLOTS 32 // not really slots
|
||||
|
||||
#define HUD_PRINTNOTIFY 1
|
||||
#define HUD_PRINTCONSOLE 2
|
||||
#define HUD_PRINTTALK 3
|
||||
#define HUD_PRINTCENTER 4
|
||||
|
||||
|
||||
#define WEAPON_SUIT 31
|
||||
|
||||
#endif
|
||||
1711
hlsdk/dmc/dlls/client.cpp
Normal file
1711
hlsdk/dmc/dlls/client.cpp
Normal file
File diff suppressed because it is too large
Load Diff
65
hlsdk/dmc/dlls/client.h
Normal file
65
hlsdk/dmc/dlls/client.h
Normal file
@@ -0,0 +1,65 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef CLIENT_H
|
||||
#define CLIENT_H
|
||||
|
||||
extern void respawn( entvars_t* pev, BOOL fCopyCorpse );
|
||||
extern BOOL ClientConnect( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
|
||||
extern void ClientDisconnect( edict_t *pEntity );
|
||||
extern void ClientKill( edict_t *pEntity );
|
||||
extern void ClientPutInServer( edict_t *pEntity );
|
||||
extern void ClientCommand( edict_t *pEntity );
|
||||
extern void ClientUserInfoChanged( edict_t *pEntity, char *infobuffer );
|
||||
extern void ServerActivate( edict_t *pEdictList, int edictCount, int clientMax );
|
||||
extern void ServerDeactivate( void );
|
||||
extern void StartFrame( void );
|
||||
extern void PlayerPostThink( edict_t *pEntity );
|
||||
extern void PlayerPreThink( edict_t *pEntity );
|
||||
extern void ParmsNewLevel( void );
|
||||
extern void ParmsChangeLevel( void );
|
||||
|
||||
extern void ClientPrecache( void );
|
||||
|
||||
extern const char *GetGameDescription( void );
|
||||
extern void PlayerCustomization( edict_t *pEntity, customization_t *pCust );
|
||||
|
||||
extern void SpectatorConnect ( edict_t *pEntity );
|
||||
extern void SpectatorDisconnect ( edict_t *pEntity );
|
||||
extern void SpectatorThink ( edict_t *pEntity );
|
||||
|
||||
extern void Sys_Error( const char *error_string );
|
||||
|
||||
extern void SetupVisibility( edict_t *pViewEntity, edict_t *pClient, unsigned char **pvs, unsigned char **pas );
|
||||
extern void UpdateClientData ( const struct edict_s *ent, int sendweapons, struct clientdata_s *cd );
|
||||
extern int AddToFullPack( struct entity_state_s *state, int e, edict_t *ent, edict_t *host, int hostflags, int player, unsigned char *pSet );
|
||||
extern void CreateBaseline( int player, int eindex, struct entity_state_s *baseline, struct edict_s *entity, int playermodelindex, vec3_t player_mins, vec3_t player_maxs );
|
||||
extern void RegisterEncoders( void );
|
||||
|
||||
extern int GetWeaponData( struct edict_s *player, struct weapon_data_s *info );
|
||||
|
||||
extern void CmdStart( const edict_t *player, const struct usercmd_s *cmd, unsigned int random_seed );
|
||||
extern void CmdEnd ( const edict_t *player );
|
||||
|
||||
extern int ConnectionlessPacket( const struct netadr_s *net_from, const char *args, char *response_buffer, int *response_buffer_size );
|
||||
|
||||
extern int GetHullBounds( int hullnumber, float *mins, float *maxs );
|
||||
|
||||
extern void CreateInstancedBaselines ( void );
|
||||
|
||||
extern int InconsistentFile( const edict_t *player, const char *filename, char *disconnect_message );
|
||||
|
||||
extern int AllowLagCompensation( void );
|
||||
|
||||
#endif // CLIENT_H
|
||||
1099
hlsdk/dmc/dlls/combat.cpp
Normal file
1099
hlsdk/dmc/dlls/combat.cpp
Normal file
File diff suppressed because it is too large
Load Diff
75
hlsdk/dmc/dlls/decals.h
Normal file
75
hlsdk/dmc/dlls/decals.h
Normal file
@@ -0,0 +1,75 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef DECALS_H
|
||||
#define DECALS_H
|
||||
|
||||
//
|
||||
// Dynamic Decals
|
||||
//
|
||||
enum decal_e
|
||||
{
|
||||
DECAL_GUNSHOT1 = 0,
|
||||
DECAL_GUNSHOT2,
|
||||
DECAL_GUNSHOT3,
|
||||
DECAL_GUNSHOT4,
|
||||
DECAL_GUNSHOT5,
|
||||
DECAL_LAMBDA1,
|
||||
DECAL_LAMBDA2,
|
||||
DECAL_LAMBDA3,
|
||||
DECAL_LAMBDA4,
|
||||
DECAL_LAMBDA5,
|
||||
DECAL_LAMBDA6,
|
||||
DECAL_SCORCH1,
|
||||
DECAL_SCORCH2,
|
||||
DECAL_BLOOD1,
|
||||
DECAL_BLOOD2,
|
||||
DECAL_BLOOD3,
|
||||
DECAL_BLOOD4,
|
||||
DECAL_BLOOD5,
|
||||
DECAL_BLOOD6,
|
||||
DECAL_YBLOOD1,
|
||||
DECAL_YBLOOD2,
|
||||
DECAL_YBLOOD3,
|
||||
DECAL_YBLOOD4,
|
||||
DECAL_YBLOOD5,
|
||||
DECAL_YBLOOD6,
|
||||
DECAL_GLASSBREAK1,
|
||||
DECAL_GLASSBREAK2,
|
||||
DECAL_GLASSBREAK3,
|
||||
DECAL_BIGSHOT1,
|
||||
DECAL_BIGSHOT2,
|
||||
DECAL_BIGSHOT3,
|
||||
DECAL_BIGSHOT4,
|
||||
DECAL_BIGSHOT5,
|
||||
DECAL_SPIT1,
|
||||
DECAL_SPIT2,
|
||||
DECAL_BPROOF1, // Bulletproof glass decal
|
||||
DECAL_GARGSTOMP1, // Gargantua stomp crack
|
||||
DECAL_SMALLSCORCH1, // Small scorch mark
|
||||
DECAL_SMALLSCORCH2, // Small scorch mark
|
||||
DECAL_SMALLSCORCH3, // Small scorch mark
|
||||
DECAL_MOMMABIRTH, // Big momma birth splatter
|
||||
DECAL_MOMMASPLAT,
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
char *name;
|
||||
int index;
|
||||
} DLL_DECALLIST;
|
||||
|
||||
extern DLL_DECALLIST gDecals[];
|
||||
|
||||
#endif // DECALS_H
|
||||
240
hlsdk/dmc/dlls/defaultai.cpp
Normal file
240
hlsdk/dmc/dlls/defaultai.cpp
Normal file
@@ -0,0 +1,240 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Default behaviors.
|
||||
//=========================================================
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "schedule.h"
|
||||
#include "defaultai.h"
|
||||
#include "nodes.h"
|
||||
#include "scripted.h"
|
||||
|
||||
Schedule_t *CBaseMonster::m_scheduleList[] =
|
||||
{
|
||||
};
|
||||
|
||||
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName )
|
||||
{
|
||||
return ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );
|
||||
}
|
||||
|
||||
|
||||
Schedule_t *CBaseMonster :: ScheduleInList( const char *pName, Schedule_t **pList, int listCount )
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( !pName )
|
||||
{
|
||||
ALERT( at_console, "%s set to unnamed schedule!\n", STRING(pev->classname) );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
for ( i = 0; i < listCount; i++ )
|
||||
{
|
||||
if ( !pList[i]->pName )
|
||||
{
|
||||
ALERT( at_console, "Unnamed schedule!\n" );
|
||||
continue;
|
||||
}
|
||||
if ( stricmp( pName, pList[i]->pName ) == 0 )
|
||||
return pList[i];
|
||||
}
|
||||
return NULL;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// GetScheduleOfType - returns a pointer to one of the
|
||||
// monster's available schedules of the indicated type.
|
||||
//=========================================================
|
||||
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type )
|
||||
{
|
||||
// ALERT ( at_console, "Sched Type:%d\n", Type );
|
||||
switch ( Type )
|
||||
{
|
||||
// This is the schedule for scripted sequences AND scripted AI
|
||||
case SCHED_AISCRIPT:
|
||||
{
|
||||
ASSERT( m_pCine != NULL );
|
||||
if ( !m_pCine )
|
||||
{
|
||||
ALERT( at_aiconsole, "Script failed for %s\n", STRING(pev->classname) );
|
||||
CineCleanup();
|
||||
return GetScheduleOfType( SCHED_IDLE_STAND );
|
||||
}
|
||||
// else
|
||||
// ALERT( at_aiconsole, "Starting script %s for %s\n", STRING( m_pCine->m_iszPlay ), STRING(pev->classname) );
|
||||
|
||||
switch ( m_pCine->m_fMoveTo )
|
||||
{
|
||||
case 0:
|
||||
case 4:
|
||||
return slWaitScript;
|
||||
case 1:
|
||||
return slWalkToScript;
|
||||
case 2:
|
||||
return slRunToScript;
|
||||
case 5:
|
||||
return slFaceScript;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case SCHED_IDLE_STAND:
|
||||
{
|
||||
if ( RANDOM_LONG(0,14) == 0 && FCanActiveIdle() )
|
||||
{
|
||||
return &slActiveIdle[ 0 ];
|
||||
}
|
||||
|
||||
return &slIdleStand[ 0 ];
|
||||
}
|
||||
case SCHED_IDLE_WALK:
|
||||
{
|
||||
return &slIdleWalk[ 0 ];
|
||||
}
|
||||
case SCHED_WAIT_TRIGGER:
|
||||
{
|
||||
return &slIdleTrigger[ 0 ];
|
||||
}
|
||||
case SCHED_WAKE_ANGRY:
|
||||
{
|
||||
return &slWakeAngry[ 0 ];
|
||||
}
|
||||
case SCHED_ALERT_FACE:
|
||||
{
|
||||
return &slAlertFace[ 0 ];
|
||||
}
|
||||
case SCHED_ALERT_STAND:
|
||||
{
|
||||
return &slAlertStand[ 0 ];
|
||||
}
|
||||
case SCHED_COMBAT_STAND:
|
||||
{
|
||||
return &slCombatStand[ 0 ];
|
||||
}
|
||||
case SCHED_COMBAT_FACE:
|
||||
{
|
||||
return &slCombatFace[ 0 ];
|
||||
}
|
||||
case SCHED_CHASE_ENEMY:
|
||||
{
|
||||
return &slChaseEnemy[ 0 ];
|
||||
}
|
||||
case SCHED_CHASE_ENEMY_FAILED:
|
||||
{
|
||||
return &slFail[ 0 ];
|
||||
}
|
||||
case SCHED_SMALL_FLINCH:
|
||||
{
|
||||
return &slSmallFlinch[ 0 ];
|
||||
}
|
||||
case SCHED_ALERT_SMALL_FLINCH:
|
||||
{
|
||||
return &slAlertSmallFlinch[ 0 ];
|
||||
}
|
||||
case SCHED_RELOAD:
|
||||
{
|
||||
return &slReload[ 0 ];
|
||||
}
|
||||
case SCHED_ARM_WEAPON:
|
||||
{
|
||||
return &slArmWeapon[ 0 ];
|
||||
}
|
||||
case SCHED_STANDOFF:
|
||||
{
|
||||
return &slStandoff[ 0 ];
|
||||
}
|
||||
case SCHED_RANGE_ATTACK1:
|
||||
{
|
||||
return &slRangeAttack1[ 0 ];
|
||||
}
|
||||
case SCHED_RANGE_ATTACK2:
|
||||
{
|
||||
return &slRangeAttack2[ 0 ];
|
||||
}
|
||||
case SCHED_MELEE_ATTACK1:
|
||||
{
|
||||
return &slPrimaryMeleeAttack[ 0 ];
|
||||
}
|
||||
case SCHED_MELEE_ATTACK2:
|
||||
{
|
||||
return &slSecondaryMeleeAttack[ 0 ];
|
||||
}
|
||||
case SCHED_SPECIAL_ATTACK1:
|
||||
{
|
||||
return &slSpecialAttack1[ 0 ];
|
||||
}
|
||||
case SCHED_SPECIAL_ATTACK2:
|
||||
{
|
||||
return &slSpecialAttack2[ 0 ];
|
||||
}
|
||||
case SCHED_TAKE_COVER_FROM_BEST_SOUND:
|
||||
{
|
||||
return &slTakeCoverFromBestSound[ 0 ];
|
||||
}
|
||||
case SCHED_TAKE_COVER_FROM_ENEMY:
|
||||
{
|
||||
return &slTakeCoverFromEnemy[ 0 ];
|
||||
}
|
||||
case SCHED_COWER:
|
||||
{
|
||||
return &slCower[ 0 ];
|
||||
}
|
||||
case SCHED_AMBUSH:
|
||||
{
|
||||
return &slAmbush[ 0 ];
|
||||
}
|
||||
case SCHED_BARNACLE_VICTIM_GRAB:
|
||||
{
|
||||
return &slBarnacleVictimGrab[ 0 ];
|
||||
}
|
||||
case SCHED_BARNACLE_VICTIM_CHOMP:
|
||||
{
|
||||
return &slBarnacleVictimChomp[ 0 ];
|
||||
}
|
||||
case SCHED_INVESTIGATE_SOUND:
|
||||
{
|
||||
return &slInvestigateSound[ 0 ];
|
||||
}
|
||||
case SCHED_DIE:
|
||||
{
|
||||
return &slDie[ 0 ];
|
||||
}
|
||||
case SCHED_TAKE_COVER_FROM_ORIGIN:
|
||||
{
|
||||
return &slTakeCoverFromOrigin[ 0 ];
|
||||
}
|
||||
case SCHED_VICTORY_DANCE:
|
||||
{
|
||||
return &slVictoryDance[ 0 ];
|
||||
}
|
||||
case SCHED_FAIL:
|
||||
{
|
||||
return slFail;
|
||||
}
|
||||
default:
|
||||
{
|
||||
ALERT ( at_console, "GetScheduleOfType()\nNo CASE for Schedule Type %d!\n", Type );
|
||||
|
||||
return &slIdleStand[ 0 ];
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
98
hlsdk/dmc/dlls/defaultai.h
Normal file
98
hlsdk/dmc/dlls/defaultai.h
Normal file
@@ -0,0 +1,98 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
#ifndef DEFAULTAI_H
|
||||
#define DEFAULTAI_H
|
||||
|
||||
//=========================================================
|
||||
// Failed
|
||||
//=========================================================
|
||||
extern Schedule_t slFail[];
|
||||
|
||||
//=========================================================
|
||||
// Idle Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slIdleStand[];
|
||||
extern Schedule_t slIdleTrigger[];
|
||||
extern Schedule_t slIdleWalk[];
|
||||
|
||||
//=========================================================
|
||||
// Wake Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slWakeAngry[];
|
||||
|
||||
//=========================================================
|
||||
// AlertTurn Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slAlertFace[];
|
||||
|
||||
//=========================================================
|
||||
// AlertIdle Schedules
|
||||
//=========================================================
|
||||
extern Schedule_t slAlertStand[];
|
||||
|
||||
//=========================================================
|
||||
// CombatIdle Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slCombatStand[];
|
||||
|
||||
//=========================================================
|
||||
// CombatFace Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slCombatFace[];
|
||||
|
||||
//=========================================================
|
||||
// reload schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slReload[];
|
||||
|
||||
//=========================================================
|
||||
// Attack Schedules
|
||||
//=========================================================
|
||||
|
||||
extern Schedule_t slRangeAttack1[];
|
||||
extern Schedule_t slRangeAttack2[];
|
||||
|
||||
extern Schedule_t slTakeCoverFromBestSound[];
|
||||
|
||||
// primary melee attack
|
||||
extern Schedule_t slMeleeAttack[];
|
||||
|
||||
// Chase enemy schedule
|
||||
extern Schedule_t slChaseEnemy[];
|
||||
|
||||
//=========================================================
|
||||
// small flinch, used when a relatively minor bit of damage
|
||||
// is inflicted.
|
||||
//=========================================================
|
||||
extern Schedule_t slSmallFlinch[];
|
||||
|
||||
//=========================================================
|
||||
// Die!
|
||||
//=========================================================
|
||||
extern Schedule_t slDie[];
|
||||
|
||||
//=========================================================
|
||||
// Universal Error Schedule
|
||||
//=========================================================
|
||||
extern Schedule_t slError[];
|
||||
|
||||
//=========================================================
|
||||
// Scripted sequences
|
||||
//=========================================================
|
||||
extern Schedule_t slWalkToScript[];
|
||||
extern Schedule_t slRunToScript[];
|
||||
extern Schedule_t slWaitScript[];
|
||||
|
||||
#endif // DEFAULTAI_H
|
||||
5
hlsdk/dmc/dlls/dmc.def
Normal file
5
hlsdk/dmc/dlls/dmc.def
Normal file
@@ -0,0 +1,5 @@
|
||||
LIBRARY dmc
|
||||
EXPORTS
|
||||
GiveFnptrsToDll @1
|
||||
SECTIONS
|
||||
.data READ WRITE
|
||||
15
hlsdk/dmc/dlls/dmcgl.def
Normal file
15
hlsdk/dmc/dlls/dmcgl.def
Normal file
@@ -0,0 +1,15 @@
|
||||
LIBRARY dmcgl
|
||||
EXPORTS
|
||||
GiveFnptrsToDll @1
|
||||
GetEntityInterfaces @2
|
||||
SetChangeParms @3
|
||||
SetNewParms @4
|
||||
ClientKill @5
|
||||
PutClientInServer @6
|
||||
PlayerPreThink @7
|
||||
PlayerPostThink @8
|
||||
ClientConnect @9
|
||||
ClientDisconnect @10
|
||||
StartFrame @11
|
||||
SECTIONS
|
||||
.data READ WRITE
|
||||
1093
hlsdk/dmc/dlls/doors.cpp
Normal file
1093
hlsdk/dmc/dlls/doors.cpp
Normal file
File diff suppressed because it is too large
Load Diff
33
hlsdk/dmc/dlls/doors.h
Normal file
33
hlsdk/dmc/dlls/doors.h
Normal file
@@ -0,0 +1,33 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef DOORS_H
|
||||
#define DOORS_H
|
||||
|
||||
// doors
|
||||
#define SF_DOOR_ROTATE_Y 0
|
||||
#define SF_DOOR_START_OPEN 1
|
||||
#define SF_DOOR_ROTATE_BACKWARDS 2
|
||||
#define SF_DOOR_PASSABLE 8
|
||||
#define SF_DOOR_ONEWAY 16
|
||||
#define SF_DOOR_NO_AUTO_RETURN 32
|
||||
#define SF_DOOR_ROTATE_Z 64
|
||||
#define SF_DOOR_ROTATE_X 128
|
||||
#define SF_DOOR_USE_ONLY 256 // door must be opened by player's use button.
|
||||
#define SF_DOOR_NOMONSTERS 512 // Monster can't open
|
||||
#define SF_DOOR_SILENT 0x80000000
|
||||
|
||||
|
||||
|
||||
#endif //DOORS_H
|
||||
2268
hlsdk/dmc/dlls/effects.cpp
Normal file
2268
hlsdk/dmc/dlls/effects.cpp
Normal file
File diff suppressed because it is too large
Load Diff
209
hlsdk/dmc/dlls/effects.h
Normal file
209
hlsdk/dmc/dlls/effects.h
Normal file
@@ -0,0 +1,209 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EFFECTS_H
|
||||
#define EFFECTS_H
|
||||
|
||||
#define SF_BEAM_STARTON 0x0001
|
||||
#define SF_BEAM_TOGGLE 0x0002
|
||||
#define SF_BEAM_RANDOM 0x0004
|
||||
#define SF_BEAM_RING 0x0008
|
||||
#define SF_BEAM_SPARKSTART 0x0010
|
||||
#define SF_BEAM_SPARKEND 0x0020
|
||||
#define SF_BEAM_DECALS 0x0040
|
||||
#define SF_BEAM_SHADEIN 0x0080
|
||||
#define SF_BEAM_SHADEOUT 0x0100
|
||||
#define SF_BEAM_TEMPORARY 0x8000
|
||||
|
||||
#define SF_SPRITE_STARTON 0x0001
|
||||
#define SF_SPRITE_ONCE 0x0002
|
||||
#define SF_SPRITE_TEMPORARY 0x8000
|
||||
|
||||
class CSprite : public CPointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
|
||||
int ObjectCaps( void )
|
||||
{
|
||||
int flags = 0;
|
||||
if ( pev->spawnflags & SF_SPRITE_TEMPORARY )
|
||||
flags = FCAP_DONT_SAVE;
|
||||
return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
|
||||
}
|
||||
void EXPORT AnimateThink( void );
|
||||
void EXPORT ExpandThink( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void Animate( float frames );
|
||||
void Expand( float scaleSpeed, float fadeSpeed );
|
||||
void SpriteInit( const char *pSpriteName, const Vector &origin );
|
||||
|
||||
inline void SetAttachment( edict_t *pEntity, int attachment )
|
||||
{
|
||||
if ( pEntity )
|
||||
{
|
||||
pev->skin = ENTINDEX(pEntity);
|
||||
pev->body = attachment;
|
||||
pev->aiment = pEntity;
|
||||
pev->movetype = MOVETYPE_FOLLOW;
|
||||
}
|
||||
}
|
||||
void TurnOff( void );
|
||||
void TurnOn( void );
|
||||
inline float Frames( void ) { return m_maxFrame; }
|
||||
inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
|
||||
{
|
||||
pev->rendermode = rendermode;
|
||||
pev->rendercolor.x = r;
|
||||
pev->rendercolor.y = g;
|
||||
pev->rendercolor.z = b;
|
||||
pev->renderamt = a;
|
||||
pev->renderfx = fx;
|
||||
}
|
||||
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
|
||||
inline void SetScale( float scale ) { pev->scale = scale; }
|
||||
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
|
||||
|
||||
inline void AnimateAndDie( float framerate )
|
||||
{
|
||||
SetThink(&CSprite::AnimateUntilDead);
|
||||
pev->framerate = framerate;
|
||||
pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
|
||||
void EXPORT AnimateUntilDead( void );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate );
|
||||
|
||||
private:
|
||||
|
||||
float m_lastTime;
|
||||
float m_maxFrame;
|
||||
};
|
||||
|
||||
|
||||
class CBeam : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int ObjectCaps( void )
|
||||
{
|
||||
int flags = 0;
|
||||
if ( pev->spawnflags & SF_BEAM_TEMPORARY )
|
||||
flags = FCAP_DONT_SAVE;
|
||||
return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
|
||||
}
|
||||
|
||||
void EXPORT TriggerTouch( CBaseEntity *pOther );
|
||||
|
||||
// These functions are here to show the way beams are encoded as entities.
|
||||
// Encoding beams as entities simplifies their management in the client/server architecture
|
||||
inline void SetType( int type ) { pev->rendermode = (pev->rendermode & 0xF0) | (type&0x0F); }
|
||||
inline void SetFlags( int flags ) { pev->rendermode = (pev->rendermode & 0x0F) | (flags&0xF0); }
|
||||
inline void SetStartPos( const Vector& pos ) { pev->origin = pos; }
|
||||
inline void SetEndPos( const Vector& pos ) { pev->angles = pos; }
|
||||
void SetStartEntity( int entityIndex );
|
||||
void SetEndEntity( int entityIndex );
|
||||
|
||||
inline void SetStartAttachment( int attachment ) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment&0xF)<<12); }
|
||||
inline void SetEndAttachment( int attachment ) { pev->skin = (pev->skin & 0x0FFF) | ((attachment&0xF)<<12); }
|
||||
|
||||
inline void SetTexture( int spriteIndex ) { pev->modelindex = spriteIndex; }
|
||||
inline void SetWidth( int width ) { pev->scale = width; }
|
||||
inline void SetNoise( int amplitude ) { pev->body = amplitude; }
|
||||
inline void SetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline void SetBrightness( int brightness ) { pev->renderamt = brightness; }
|
||||
inline void SetFrame( float frame ) { pev->frame = frame; }
|
||||
inline void SetScrollRate( int speed ) { pev->animtime = speed; }
|
||||
|
||||
inline int GetType( void ) { return pev->rendermode & 0x0F; }
|
||||
inline int GetFlags( void ) { return pev->rendermode & 0xF0; }
|
||||
inline int GetStartEntity( void ) { return pev->sequence & 0xFFF; }
|
||||
inline int GetEndEntity( void ) { return pev->skin & 0xFFF; }
|
||||
|
||||
const Vector &GetStartPos( void );
|
||||
const Vector &GetEndPos( void );
|
||||
|
||||
Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam
|
||||
|
||||
inline int GetTexture( void ) { return pev->modelindex; }
|
||||
inline int GetWidth( void ) { return static_cast<int>(pev->scale); }
|
||||
inline int GetNoise( void ) { return pev->body; }
|
||||
// inline void GetColor( int r, int g, int b ) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
|
||||
inline int GetBrightness( void ) { return static_cast<int>(pev->renderamt); }
|
||||
inline int GetFrame( void ) { return static_cast<int>(pev->frame); }
|
||||
inline int GetScrollRate( void ) { return static_cast<int>(pev->animtime); }
|
||||
|
||||
// Call after you change start/end positions
|
||||
void RelinkBeam( void );
|
||||
// void SetObjectCollisionBox( void );
|
||||
|
||||
void DoSparks( const Vector &start, const Vector &end );
|
||||
CBaseEntity *RandomTargetname( const char *szName );
|
||||
void BeamDamage( TraceResult *ptr );
|
||||
// Init after BeamCreate()
|
||||
void BeamInit( const char *pSpriteName, int width );
|
||||
void PointsInit( const Vector &start, const Vector &end );
|
||||
void PointEntInit( const Vector &start, int endIndex );
|
||||
void EntsInit( int startIndex, int endIndex );
|
||||
void HoseInit( const Vector &start, const Vector &direction );
|
||||
|
||||
static CBeam *BeamCreate( const char *pSpriteName, int width );
|
||||
|
||||
inline void LiveForTime( float time ) { SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + time; }
|
||||
inline void BeamDamageInstant( TraceResult *ptr, float damage )
|
||||
{
|
||||
pev->dmg = damage;
|
||||
pev->dmgtime = gpGlobals->time - 1;
|
||||
BeamDamage(ptr);
|
||||
}
|
||||
};
|
||||
|
||||
|
||||
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
|
||||
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
|
||||
|
||||
|
||||
class CLaser : public CBeam
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
void TurnOn( void );
|
||||
void TurnOff( void );
|
||||
int IsOn( void );
|
||||
|
||||
void FireAtPoint( TraceResult &point );
|
||||
|
||||
void EXPORT StrikeThink( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
CSprite *m_pSprite;
|
||||
int m_iszSpriteName;
|
||||
Vector m_firePosition;
|
||||
};
|
||||
|
||||
#endif //EFFECTS_H
|
||||
165
hlsdk/dmc/dlls/enginecallback.h
Normal file
165
hlsdk/dmc/dlls/enginecallback.h
Normal file
@@ -0,0 +1,165 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#define ENGINECALLBACK_H
|
||||
#ifdef _WIN32
|
||||
#ifndef __MINGW32__
|
||||
#pragma once
|
||||
#endif /* not __MINGW32__ */
|
||||
#endif
|
||||
|
||||
#include "event_flags.h"
|
||||
|
||||
// Fix warning in MSVC8
|
||||
#undef SERVER_EXECUTE
|
||||
// Must be provided by user of this code
|
||||
extern enginefuncs_t g_engfuncs;
|
||||
|
||||
// The actual engine callbacks
|
||||
#define GETPLAYERUSERID (*g_engfuncs.pfnGetPlayerUserId)
|
||||
#define PRECACHE_MODEL (*g_engfuncs.pfnPrecacheModel)
|
||||
#define PRECACHE_SOUND (*g_engfuncs.pfnPrecacheSound)
|
||||
#define PRECACHE_GENERIC (*g_engfuncs.pfnPrecacheGeneric)
|
||||
#define SET_MODEL (*g_engfuncs.pfnSetModel)
|
||||
#define MODEL_INDEX (*g_engfuncs.pfnModelIndex)
|
||||
#define MODEL_FRAMES (*g_engfuncs.pfnModelFrames)
|
||||
#define SET_SIZE (*g_engfuncs.pfnSetSize)
|
||||
#define CHANGE_LEVEL (*g_engfuncs.pfnChangeLevel)
|
||||
#define GET_SPAWN_PARMS (*g_engfuncs.pfnGetSpawnParms)
|
||||
#define SAVE_SPAWN_PARMS (*g_engfuncs.pfnSaveSpawnParms)
|
||||
#define VEC_TO_YAW (*g_engfuncs.pfnVecToYaw)
|
||||
#define VEC_TO_ANGLES (*g_engfuncs.pfnVecToAngles)
|
||||
#define MOVE_TO_ORIGIN (*g_engfuncs.pfnMoveToOrigin)
|
||||
#define oldCHANGE_YAW (*g_engfuncs.pfnChangeYaw)
|
||||
#define CHANGE_PITCH (*g_engfuncs.pfnChangePitch)
|
||||
#define MAKE_VECTORS (*g_engfuncs.pfnMakeVectors)
|
||||
#define CREATE_ENTITY (*g_engfuncs.pfnCreateEntity)
|
||||
#define REMOVE_ENTITY (*g_engfuncs.pfnRemoveEntity)
|
||||
#define CREATE_NAMED_ENTITY (*g_engfuncs.pfnCreateNamedEntity)
|
||||
#define MAKE_STATIC (*g_engfuncs.pfnMakeStatic)
|
||||
#define ENT_IS_ON_FLOOR (*g_engfuncs.pfnEntIsOnFloor)
|
||||
#define DROP_TO_FLOOR (*g_engfuncs.pfnDropToFloor)
|
||||
#define WALK_MOVE (*g_engfuncs.pfnWalkMove)
|
||||
#define SET_ORIGIN (*g_engfuncs.pfnSetOrigin)
|
||||
#define EMIT_SOUND_DYN2 (*g_engfuncs.pfnEmitSound)
|
||||
#define BUILD_SOUND_MSG (*g_engfuncs.pfnBuildSoundMsg)
|
||||
#define TRACE_LINE (*g_engfuncs.pfnTraceLine)
|
||||
#define TRACE_TOSS (*g_engfuncs.pfnTraceToss)
|
||||
#define TRACE_MONSTER_HULL (*g_engfuncs.pfnTraceMonsterHull)
|
||||
#define TRACE_HULL (*g_engfuncs.pfnTraceHull)
|
||||
#define GET_AIM_VECTOR (*g_engfuncs.pfnGetAimVector)
|
||||
#define SERVER_COMMAND (*g_engfuncs.pfnServerCommand)
|
||||
#define SERVER_EXECUTE (*g_engfuncs.pfnServerExecute)
|
||||
#define CLIENT_COMMAND (*g_engfuncs.pfnClientCommand)
|
||||
#define PARTICLE_EFFECT (*g_engfuncs.pfnParticleEffect)
|
||||
#define LIGHT_STYLE (*g_engfuncs.pfnLightStyle)
|
||||
#define DECAL_INDEX (*g_engfuncs.pfnDecalIndex)
|
||||
#define POINT_CONTENTS (*g_engfuncs.pfnPointContents)
|
||||
#define CRC32_INIT (*g_engfuncs.pfnCRC32_Init)
|
||||
#define CRC32_PROCESS_BUFFER (*g_engfuncs.pfnCRC32_ProcessBuffer)
|
||||
#define CRC32_PROCESS_BYTE (*g_engfuncs.pfnCRC32_ProcessByte)
|
||||
#define CRC32_FINAL (*g_engfuncs.pfnCRC32_Final)
|
||||
#define RANDOM_LONG (*g_engfuncs.pfnRandomLong)
|
||||
#define RANDOM_FLOAT (*g_engfuncs.pfnRandomFloat)
|
||||
#define GETPLAYERAUTHID (*g_engfuncs.pfnGetPlayerAuthId)
|
||||
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin = NULL, edict_t *ed = NULL ) {
|
||||
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ed);
|
||||
}
|
||||
#define MESSAGE_END (*g_engfuncs.pfnMessageEnd)
|
||||
#define WRITE_BYTE (*g_engfuncs.pfnWriteByte)
|
||||
#define WRITE_CHAR (*g_engfuncs.pfnWriteChar)
|
||||
#define WRITE_SHORT (*g_engfuncs.pfnWriteShort)
|
||||
#define WRITE_LONG (*g_engfuncs.pfnWriteLong)
|
||||
#define WRITE_ANGLE (*g_engfuncs.pfnWriteAngle)
|
||||
#define WRITE_COORD (*g_engfuncs.pfnWriteCoord)
|
||||
#define WRITE_STRING (*g_engfuncs.pfnWriteString)
|
||||
#define WRITE_ENTITY (*g_engfuncs.pfnWriteEntity)
|
||||
#define CVAR_REGISTER (*g_engfuncs.pfnCVarRegister)
|
||||
#define CVAR_GET_FLOAT (*g_engfuncs.pfnCVarGetFloat)
|
||||
#define CVAR_GET_STRING (*g_engfuncs.pfnCVarGetString)
|
||||
#define CVAR_SET_FLOAT (*g_engfuncs.pfnCVarSetFloat)
|
||||
#define CVAR_SET_STRING (*g_engfuncs.pfnCVarSetString)
|
||||
#define CVAR_GET_POINTER (*g_engfuncs.pfnCVarGetPointer)
|
||||
#define ALERT (*g_engfuncs.pfnAlertMessage)
|
||||
#define ENGINE_FPRINTF (*g_engfuncs.pfnEngineFprintf)
|
||||
#define ALLOC_PRIVATE (*g_engfuncs.pfnPvAllocEntPrivateData)
|
||||
inline void *GET_PRIVATE( edict_t *pent )
|
||||
{
|
||||
if ( pent )
|
||||
return pent->pvPrivateData;
|
||||
return NULL;
|
||||
}
|
||||
|
||||
#define FREE_PRIVATE (*g_engfuncs.pfnFreeEntPrivateData)
|
||||
//#define STRING (*g_engfuncs.pfnSzFromIndex)
|
||||
#define ALLOC_STRING (*g_engfuncs.pfnAllocString)
|
||||
#define FIND_ENTITY_BY_STRING (*g_engfuncs.pfnFindEntityByString)
|
||||
#define GETENTITYILLUM (*g_engfuncs.pfnGetEntityIllum)
|
||||
#define FIND_ENTITY_IN_SPHERE (*g_engfuncs.pfnFindEntityInSphere)
|
||||
#define FIND_CLIENT_IN_PVS (*g_engfuncs.pfnFindClientInPVS)
|
||||
#define EMIT_AMBIENT_SOUND (*g_engfuncs.pfnEmitAmbientSound)
|
||||
#define GET_MODEL_PTR (*g_engfuncs.pfnGetModelPtr)
|
||||
#define REG_USER_MSG (*g_engfuncs.pfnRegUserMsg)
|
||||
#define GET_BONE_POSITION (*g_engfuncs.pfnGetBonePosition)
|
||||
#define FUNCTION_FROM_NAME (*g_engfuncs.pfnFunctionFromName)
|
||||
#define NAME_FOR_FUNCTION (*g_engfuncs.pfnNameForFunction)
|
||||
#define TRACE_TEXTURE (*g_engfuncs.pfnTraceTexture)
|
||||
#define CLIENT_PRINTF (*g_engfuncs.pfnClientPrintf)
|
||||
#define CMD_ARGS (*g_engfuncs.pfnCmd_Args)
|
||||
#define CMD_ARGC (*g_engfuncs.pfnCmd_Argc)
|
||||
#define CMD_ARGV (*g_engfuncs.pfnCmd_Argv)
|
||||
#define GET_ATTACHMENT (*g_engfuncs.pfnGetAttachment)
|
||||
#define SET_VIEW (*g_engfuncs.pfnSetView)
|
||||
#define SET_CROSSHAIRANGLE (*g_engfuncs.pfnCrosshairAngle)
|
||||
#define LOAD_FILE_FOR_ME (*g_engfuncs.pfnLoadFileForMe)
|
||||
#define FREE_FILE (*g_engfuncs.pfnFreeFile)
|
||||
#define COMPARE_FILE_TIME (*g_engfuncs.pfnCompareFileTime)
|
||||
#define GET_GAME_DIR (*g_engfuncs.pfnGetGameDir)
|
||||
#define IS_MAP_VALID (*g_engfuncs.pfnIsMapValid)
|
||||
#define NUMBER_OF_ENTITIES (*g_engfuncs.pfnNumberOfEntities)
|
||||
#define IS_DEDICATED_SERVER (*g_engfuncs.pfnIsDedicatedServer)
|
||||
|
||||
|
||||
#define PRECACHE_EVENT (*g_engfuncs.pfnPrecacheEvent)
|
||||
#define PLAYBACK_EVENT_FULL (*g_engfuncs.pfnPlaybackEvent)
|
||||
|
||||
#define ENGINE_SET_PVS (*g_engfuncs.pfnSetFatPVS)
|
||||
#define ENGINE_SET_PAS (*g_engfuncs.pfnSetFatPAS)
|
||||
|
||||
#define ENGINE_CHECK_VISIBILITY (*g_engfuncs.pfnCheckVisibility)
|
||||
|
||||
#define DELTA_SET ( *g_engfuncs.pfnDeltaSetField )
|
||||
#define DELTA_UNSET ( *g_engfuncs.pfnDeltaUnsetField )
|
||||
#define DELTA_ADDENCODER ( *g_engfuncs.pfnDeltaAddEncoder )
|
||||
#define ENGINE_CURRENT_PLAYER ( *g_engfuncs.pfnGetCurrentPlayer )
|
||||
|
||||
#define ENGINE_CANSKIP ( *g_engfuncs.pfnCanSkipPlayer )
|
||||
|
||||
#define DELTA_FINDFIELD ( *g_engfuncs.pfnDeltaFindField )
|
||||
#define DELTA_SETBYINDEX ( *g_engfuncs.pfnDeltaSetFieldByIndex )
|
||||
#define DELTA_UNSETBYINDEX ( *g_engfuncs.pfnDeltaUnsetFieldByIndex )
|
||||
|
||||
#define ENGINE_GETPHYSINFO ( *g_engfuncs.pfnGetPhysicsInfoString )
|
||||
|
||||
#define ENGINE_SETGROUPMASK ( *g_engfuncs.pfnSetGroupMask )
|
||||
|
||||
#define ENGINE_INSTANCE_BASELINE ( *g_engfuncs.pfnCreateInstancedBaseline )
|
||||
|
||||
#define ENGINE_FORCE_UNMODIFIED ( *g_engfuncs.pfnForceUnmodified )
|
||||
|
||||
#define PLAYER_CNX_STATS ( *g_engfuncs.pfnGetPlayerStats )
|
||||
|
||||
#endif //ENGINECALLBACK_H
|
||||
273
hlsdk/dmc/dlls/explode.cpp
Normal file
273
hlsdk/dmc/dlls/explode.cpp
Normal file
@@ -0,0 +1,273 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== explode.cpp ========================================================
|
||||
|
||||
Explosion-related code
|
||||
|
||||
*/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "decals.h"
|
||||
#include "explode.h"
|
||||
|
||||
// Spark Shower
|
||||
class CShower : public CBaseEntity
|
||||
{
|
||||
void Spawn( void );
|
||||
void Think( void );
|
||||
void Touch( CBaseEntity *pOther );
|
||||
int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( spark_shower, CShower );
|
||||
|
||||
void CShower::Spawn( void )
|
||||
{
|
||||
pev->velocity = RANDOM_FLOAT( 200, 300 ) * pev->angles;
|
||||
pev->velocity.x += RANDOM_FLOAT(-100.f,100.f);
|
||||
pev->velocity.y += RANDOM_FLOAT(-100.f,100.f);
|
||||
if ( pev->velocity.z >= 0 )
|
||||
pev->velocity.z += 200;
|
||||
else
|
||||
pev->velocity.z -= 200;
|
||||
pev->movetype = MOVETYPE_BOUNCE;
|
||||
pev->gravity = 0.5;
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
pev->solid = SOLID_NOT;
|
||||
SET_MODEL( edict(), "models/grenade.mdl"); // Need a model, just use the grenade, we don't draw it anyway
|
||||
UTIL_SetSize(pev, g_vecZero, g_vecZero );
|
||||
pev->effects |= EF_NODRAW;
|
||||
pev->speed = RANDOM_FLOAT( 0.5, 1.5 );
|
||||
|
||||
pev->angles = g_vecZero;
|
||||
}
|
||||
|
||||
|
||||
void CShower::Think( void )
|
||||
{
|
||||
UTIL_Sparks( pev->origin );
|
||||
|
||||
pev->speed -= 0.1;
|
||||
if ( pev->speed > 0 )
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
else
|
||||
UTIL_Remove( this );
|
||||
pev->flags &= ~FL_ONGROUND;
|
||||
}
|
||||
|
||||
void CShower::Touch( CBaseEntity *pOther )
|
||||
{
|
||||
if ( pev->flags & FL_ONGROUND )
|
||||
pev->velocity = pev->velocity * 0.1;
|
||||
else
|
||||
pev->velocity = pev->velocity * 0.6;
|
||||
|
||||
if ( (pev->velocity.x*pev->velocity.x+pev->velocity.y*pev->velocity.y) < 10.0 )
|
||||
pev->speed = 0;
|
||||
}
|
||||
|
||||
class CEnvExplosion : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( );
|
||||
void EXPORT Smoke ( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
int m_iMagnitude;// how large is the fireball? how much damage?
|
||||
int m_spriteScale; // what's the exact fireball sprite scale?
|
||||
};
|
||||
|
||||
TYPEDESCRIPTION CEnvExplosion::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CEnvExplosion, m_iMagnitude, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CEnvExplosion, m_spriteScale, FIELD_INTEGER ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CEnvExplosion, CBaseMonster );
|
||||
LINK_ENTITY_TO_CLASS( env_explosion, CEnvExplosion );
|
||||
|
||||
void CEnvExplosion::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "iMagnitude"))
|
||||
{
|
||||
m_iMagnitude = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
void CEnvExplosion::Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->effects = EF_NODRAW;
|
||||
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
/*
|
||||
if ( m_iMagnitude > 250 )
|
||||
{
|
||||
m_iMagnitude = 250;
|
||||
}
|
||||
*/
|
||||
|
||||
float flSpriteScale;
|
||||
flSpriteScale = ( m_iMagnitude - 50) * 0.6;
|
||||
|
||||
/*
|
||||
if ( flSpriteScale > 50 )
|
||||
{
|
||||
flSpriteScale = 50;
|
||||
}
|
||||
*/
|
||||
if ( flSpriteScale < 10 )
|
||||
{
|
||||
flSpriteScale = 10;
|
||||
}
|
||||
|
||||
m_spriteScale = (int)flSpriteScale;
|
||||
}
|
||||
|
||||
void CEnvExplosion::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
TraceResult tr;
|
||||
|
||||
pev->model = iStringNull;//invisible
|
||||
pev->solid = SOLID_NOT;// intangible
|
||||
|
||||
Vector vecSpot;// trace starts here!
|
||||
|
||||
vecSpot = pev->origin + Vector ( 0 , 0 , 8 );
|
||||
|
||||
UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -40 ), ignore_monsters, ENT(pev), & tr);
|
||||
|
||||
// Pull out of the wall a bit
|
||||
if ( tr.flFraction != 1.0 )
|
||||
{
|
||||
pev->origin = tr.vecEndPos + (tr.vecPlaneNormal * (m_iMagnitude - 24) * 0.6);
|
||||
}
|
||||
else
|
||||
{
|
||||
pev->origin = pev->origin;
|
||||
}
|
||||
|
||||
// draw decal
|
||||
if (! ( pev->spawnflags & SF_ENVEXPLOSION_NODECAL))
|
||||
{
|
||||
if ( RANDOM_FLOAT( 0 , 1 ) < 0.5 )
|
||||
{
|
||||
UTIL_DecalTrace( &tr, DECAL_SCORCH1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_DecalTrace( &tr, DECAL_SCORCH2 );
|
||||
}
|
||||
}
|
||||
|
||||
// draw fireball
|
||||
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOFIREBALL ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_EXPLOSION);
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
WRITE_SHORT( g_sModelIndexFireball );
|
||||
WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10
|
||||
WRITE_BYTE( 15 ); // framerate
|
||||
WRITE_BYTE( TE_EXPLFLAG_NONE );
|
||||
MESSAGE_END();
|
||||
}
|
||||
else
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_EXPLOSION);
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
WRITE_SHORT( g_sModelIndexFireball );
|
||||
WRITE_BYTE( 0 ); // no sprite
|
||||
WRITE_BYTE( 15 ); // framerate
|
||||
WRITE_BYTE( TE_EXPLFLAG_NONE );
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
// do damage
|
||||
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NODAMAGE ) )
|
||||
{
|
||||
RadiusDamage ( pev, pev, m_iMagnitude, CLASS_NONE, DMG_BLAST );
|
||||
}
|
||||
|
||||
SetThink( &CEnvExplosion::Smoke );
|
||||
pev->nextthink = gpGlobals->time + 0.3;
|
||||
|
||||
// draw sparks
|
||||
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSPARKS ) )
|
||||
{
|
||||
int sparkCount = RANDOM_LONG(0,3);
|
||||
|
||||
for ( int i = 0; i < sparkCount; i++ )
|
||||
{
|
||||
Create( "spark_shower", pev->origin, tr.vecPlaneNormal, NULL );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CEnvExplosion::Smoke( void )
|
||||
{
|
||||
if ( !( pev->spawnflags & SF_ENVEXPLOSION_NOSMOKE ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_PAS, SVC_TEMPENTITY, pev->origin );
|
||||
WRITE_BYTE( TE_SMOKE );
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
WRITE_SHORT( g_sModelIndexSmoke );
|
||||
WRITE_BYTE( (BYTE)m_spriteScale ); // scale * 10
|
||||
WRITE_BYTE( 12 ); // framerate
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
if ( !(pev->spawnflags & SF_ENVEXPLOSION_REPEATABLE) )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// HACKHACK -- create one of these and fake a keyvalue to get the right explosion setup
|
||||
void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage )
|
||||
{
|
||||
KeyValueData kvd;
|
||||
char buf[128];
|
||||
|
||||
CBaseEntity *pExplosion = CBaseEntity::Create( "env_explosion", center, angles, pOwner );
|
||||
sprintf( buf, "%3d", magnitude );
|
||||
kvd.szKeyName = "iMagnitude";
|
||||
kvd.szValue = buf;
|
||||
pExplosion->KeyValue( &kvd );
|
||||
if ( !doDamage )
|
||||
pExplosion->pev->spawnflags |= SF_ENVEXPLOSION_NODAMAGE;
|
||||
|
||||
pExplosion->Spawn();
|
||||
pExplosion->Use( NULL, NULL, USE_TOGGLE, 0 );
|
||||
}
|
||||
32
hlsdk/dmc/dlls/explode.h
Normal file
32
hlsdk/dmc/dlls/explode.h
Normal file
@@ -0,0 +1,32 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EXPLODE_H
|
||||
#define EXPLODE_H
|
||||
|
||||
|
||||
#define SF_ENVEXPLOSION_NODAMAGE ( 1 << 0 ) // when set, ENV_EXPLOSION will not actually inflict damage
|
||||
#define SF_ENVEXPLOSION_REPEATABLE ( 1 << 1 ) // can this entity be refired?
|
||||
#define SF_ENVEXPLOSION_NOFIREBALL ( 1 << 2 ) // don't draw the fireball
|
||||
#define SF_ENVEXPLOSION_NOSMOKE ( 1 << 3 ) // don't draw the smoke
|
||||
#define SF_ENVEXPLOSION_NODECAL ( 1 << 4 ) // don't make a scorch mark
|
||||
#define SF_ENVEXPLOSION_NOSPARKS ( 1 << 5 ) // don't make a scorch mark
|
||||
|
||||
extern DLL_GLOBAL short g_sModelIndexFireball;
|
||||
extern DLL_GLOBAL short g_sModelIndexSmoke;
|
||||
|
||||
|
||||
extern void ExplosionCreate( const Vector ¢er, const Vector &angles, edict_t *pOwner, int magnitude, BOOL doDamage );
|
||||
|
||||
#endif //EXPLODE_H
|
||||
107
hlsdk/dmc/dlls/extdll.h
Normal file
107
hlsdk/dmc/dlls/extdll.h
Normal file
@@ -0,0 +1,107 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef EXTDLL_H
|
||||
#define EXTDLL_H
|
||||
|
||||
|
||||
//
|
||||
// Global header file for extension DLLs
|
||||
//
|
||||
|
||||
// Allow "DEBUG" in addition to default "_DEBUG"
|
||||
#ifdef _DEBUG
|
||||
#define DEBUG 1
|
||||
#endif
|
||||
|
||||
// Silence certain warnings
|
||||
#ifdef _MSC_VER
|
||||
#pragma warning(disable : 4244) // int or float down-conversion
|
||||
#pragma warning(disable : 4305) // int or float data truncation
|
||||
#pragma warning(disable : 4201) // nameless struct/union
|
||||
#pragma warning(disable : 4514) // unreferenced inline function removed
|
||||
#pragma warning(disable : 4100) // unreferenced formal parameter
|
||||
|
||||
#if _MSC_VER >= 1400
|
||||
#ifndef _CRT_SECURE_NO_DEPRECATE
|
||||
#define _CRT_SECURE_NO_DEPRECATE
|
||||
#endif
|
||||
|
||||
#pragma warning(disable: 4996) // deprecated functions
|
||||
#endif
|
||||
#endif
|
||||
|
||||
#ifdef _WIN32
|
||||
// Prevent tons of unused windows definitions
|
||||
#define WIN32_LEAN_AND_MEAN
|
||||
#define NOWINRES
|
||||
#define NOSERVICE
|
||||
#define NOMCX
|
||||
#define NOIME
|
||||
#include "windows.h"
|
||||
|
||||
#else // _WIN32
|
||||
#define FALSE 0
|
||||
#define TRUE (!FALSE)
|
||||
|
||||
typedef unsigned long ULONG;
|
||||
typedef unsigned char BYTE;
|
||||
typedef int BOOL;
|
||||
|
||||
#define MAX_PATH PATH_MAX
|
||||
|
||||
#include <limits.h>
|
||||
#include <stdarg.h>
|
||||
#include <ctype.h>
|
||||
#ifndef min
|
||||
#define min(a,b) (((a) < (b)) ? (a) : (b))
|
||||
#endif
|
||||
|
||||
#ifndef max
|
||||
#define max(a,b) (((a) > (b)) ? (a) : (b))
|
||||
#endif
|
||||
|
||||
#define itoa(a,b,c) sprintf(b, "%d", a)
|
||||
#define _snprintf snprintf
|
||||
#define _vsnprintf vsnprintf
|
||||
#endif //_WIN32
|
||||
|
||||
// Misc C-runtime library headers
|
||||
#include "stdio.h"
|
||||
#include "stdlib.h"
|
||||
#include "math.h"
|
||||
|
||||
// Header file containing definition of globalvars_t and entvars_t
|
||||
typedef int func_t; //
|
||||
typedef int string_t; // from engine's pr_comp.h;
|
||||
typedef float vec_t; // needed before including progdefs.h
|
||||
|
||||
// Vector class
|
||||
#include "vector.h"
|
||||
|
||||
// Defining it as a (bogus) struct helps enforce type-checking
|
||||
#define vec3_t Vector
|
||||
|
||||
// Shared engine/DLL constants
|
||||
#include "const.h"
|
||||
#include "progdefs.h"
|
||||
#include "edict.h"
|
||||
|
||||
// Shared header describing protocol between engine and DLLs
|
||||
#include "eiface.h"
|
||||
|
||||
// Shared header between the client DLL and the game DLLs
|
||||
#include "cdll_dll.h"
|
||||
|
||||
#endif //EXTDLL_H
|
||||
1005
hlsdk/dmc/dlls/func_break.cpp
Normal file
1005
hlsdk/dmc/dlls/func_break.cpp
Normal file
File diff suppressed because it is too large
Load Diff
74
hlsdk/dmc/dlls/func_break.h
Normal file
74
hlsdk/dmc/dlls/func_break.h
Normal file
@@ -0,0 +1,74 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef FUNC_BREAK_H
|
||||
#define FUNC_BREAK_H
|
||||
|
||||
typedef enum { expRandom, expDirected} Explosions;
|
||||
typedef enum { matGlass = 0, matWood, matMetal, matFlesh, matCinderBlock, matCeilingTile, matComputer, matUnbreakableGlass, matRocks, matNone, matLastMaterial } Materials;
|
||||
|
||||
#define NUM_SHARDS 6 // this many shards spawned when breakable objects break;
|
||||
|
||||
class CBreakable : public CBaseDelay
|
||||
{
|
||||
public:
|
||||
// basic functions
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void KeyValue( KeyValueData* pkvd);
|
||||
void EXPORT BreakTouch( CBaseEntity *pOther );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void DamageSound( void );
|
||||
|
||||
// breakables use an overridden takedamage
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
|
||||
// To spark when hit
|
||||
void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType );
|
||||
|
||||
BOOL IsBreakable( void );
|
||||
BOOL SparkWhenHit( void );
|
||||
|
||||
int DamageDecal( int bitsDamageType );
|
||||
|
||||
void EXPORT Die( void );
|
||||
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
inline BOOL Explodable( void ) { return ExplosionMagnitude() > 0; }
|
||||
inline int ExplosionMagnitude( void ) { return pev->impulse; }
|
||||
inline void ExplosionSetMagnitude( int magnitude ) { pev->impulse = magnitude; }
|
||||
|
||||
static void MaterialSoundPrecache( Materials precacheMaterial );
|
||||
static void MaterialSoundRandom( edict_t *pEdict, Materials soundMaterial, float volume );
|
||||
static const char **MaterialSoundList( Materials precacheMaterial, int &soundCount );
|
||||
|
||||
static const char *pSoundsWood[];
|
||||
static const char *pSoundsFlesh[];
|
||||
static const char *pSoundsGlass[];
|
||||
static const char *pSoundsMetal[];
|
||||
static const char *pSoundsConcrete[];
|
||||
static const char *pSpawnObjects[];
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
Materials m_Material;
|
||||
Explosions m_Explosion;
|
||||
int m_idShard;
|
||||
float m_angle;
|
||||
int m_iszGibModel;
|
||||
int m_iszSpawnObject;
|
||||
};
|
||||
|
||||
#endif // FUNC_BREAK_H
|
||||
892
hlsdk/dmc/dlls/game.cpp
Normal file
892
hlsdk/dmc/dlls/game.cpp
Normal file
@@ -0,0 +1,892 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "eiface.h"
|
||||
#include "util.h"
|
||||
#include "game.h"
|
||||
|
||||
// QUAKECLASSIC
|
||||
cvar_t rj = {"rj", "0"};
|
||||
|
||||
cvar_t displaysoundlist = {"displaysoundlist","0"};
|
||||
|
||||
// multiplayer server rules
|
||||
cvar_t fragsleft = {"mp_fragsleft","0", FCVAR_SERVER | FCVAR_UNLOGGED }; // Don't spam console/log files/users with this changing
|
||||
cvar_t timeleft = {"mp_timeleft","0" , FCVAR_SERVER | FCVAR_UNLOGGED }; // " "
|
||||
|
||||
// multiplayer server rules
|
||||
cvar_t teamplay = {"mp_teamplay","0", FCVAR_SERVER };
|
||||
|
||||
cvar_t fraglimit = {"mp_fraglimit","0", FCVAR_SERVER };
|
||||
cvar_t timelimit = {"mp_timelimit","0", FCVAR_SERVER };
|
||||
cvar_t friendlyfire= {"mp_friendlyfire","0", FCVAR_SERVER };
|
||||
cvar_t falldamage = {"mp_falldamage","0", FCVAR_SERVER };
|
||||
cvar_t weaponstay = {"mp_weaponstay","1", FCVAR_SERVER };
|
||||
cvar_t forcerespawn= {"mp_forcerespawn","1", FCVAR_SERVER };
|
||||
cvar_t flashlight = {"mp_flashlight","0", FCVAR_SERVER };
|
||||
cvar_t aimcrosshair= {"mp_autocrosshair","1", FCVAR_SERVER };
|
||||
cvar_t decalfrequency = {"decalfrequency","30", FCVAR_SERVER };
|
||||
cvar_t teamlist = {"mp_teamlist","hgrunt;scientist", FCVAR_SERVER };
|
||||
cvar_t teamoverride = {"mp_teamoverride","1" };
|
||||
cvar_t defaultteam = {"mp_defaultteam","0" };
|
||||
cvar_t allowmonsters={"mp_allowmonsters","0", FCVAR_SERVER };
|
||||
|
||||
cvar_t mp_chattime = {"mp_chattime","10", FCVAR_SERVER };
|
||||
|
||||
cvar_t *g_psv_gravity = NULL;
|
||||
cvar_t *g_psv_aim = NULL;
|
||||
cvar_t *g_footsteps = NULL;
|
||||
|
||||
//CVARS FOR SKILL LEVEL SETTINGS
|
||||
// Agrunt
|
||||
cvar_t sk_agrunt_health1 = {"sk_agrunt_health1","0"};
|
||||
cvar_t sk_agrunt_health2 = {"sk_agrunt_health2","0"};
|
||||
cvar_t sk_agrunt_health3 = {"sk_agrunt_health3","0"};
|
||||
|
||||
cvar_t sk_agrunt_dmg_punch1 = {"sk_agrunt_dmg_punch1","0"};
|
||||
cvar_t sk_agrunt_dmg_punch2 = {"sk_agrunt_dmg_punch2","0"};
|
||||
cvar_t sk_agrunt_dmg_punch3 = {"sk_agrunt_dmg_punch3","0"};
|
||||
|
||||
// Apache
|
||||
cvar_t sk_apache_health1 = {"sk_apache_health1","0"};
|
||||
cvar_t sk_apache_health2 = {"sk_apache_health2","0"};
|
||||
cvar_t sk_apache_health3 = {"sk_apache_health3","0"};
|
||||
|
||||
// Barney
|
||||
cvar_t sk_barney_health1 = {"sk_barney_health1","0"};
|
||||
cvar_t sk_barney_health2 = {"sk_barney_health2","0"};
|
||||
cvar_t sk_barney_health3 = {"sk_barney_health3","0"};
|
||||
|
||||
// Bullsquid
|
||||
cvar_t sk_bullsquid_health1 = {"sk_bullsquid_health1","0"};
|
||||
cvar_t sk_bullsquid_health2 = {"sk_bullsquid_health2","0"};
|
||||
cvar_t sk_bullsquid_health3 = {"sk_bullsquid_health3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_bite1 = {"sk_bullsquid_dmg_bite1","0"};
|
||||
cvar_t sk_bullsquid_dmg_bite2 = {"sk_bullsquid_dmg_bite2","0"};
|
||||
cvar_t sk_bullsquid_dmg_bite3 = {"sk_bullsquid_dmg_bite3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_whip1 = {"sk_bullsquid_dmg_whip1","0"};
|
||||
cvar_t sk_bullsquid_dmg_whip2 = {"sk_bullsquid_dmg_whip2","0"};
|
||||
cvar_t sk_bullsquid_dmg_whip3 = {"sk_bullsquid_dmg_whip3","0"};
|
||||
|
||||
cvar_t sk_bullsquid_dmg_spit1 = {"sk_bullsquid_dmg_spit1","0"};
|
||||
cvar_t sk_bullsquid_dmg_spit2 = {"sk_bullsquid_dmg_spit2","0"};
|
||||
cvar_t sk_bullsquid_dmg_spit3 = {"sk_bullsquid_dmg_spit3","0"};
|
||||
|
||||
|
||||
// Big Momma
|
||||
cvar_t sk_bigmomma_health_factor1 = {"sk_bigmomma_health_factor1","1.0"};
|
||||
cvar_t sk_bigmomma_health_factor2 = {"sk_bigmomma_health_factor2","1.0"};
|
||||
cvar_t sk_bigmomma_health_factor3 = {"sk_bigmomma_health_factor3","1.0"};
|
||||
|
||||
cvar_t sk_bigmomma_dmg_slash1 = {"sk_bigmomma_dmg_slash1","50"};
|
||||
cvar_t sk_bigmomma_dmg_slash2 = {"sk_bigmomma_dmg_slash2","50"};
|
||||
cvar_t sk_bigmomma_dmg_slash3 = {"sk_bigmomma_dmg_slash3","50"};
|
||||
|
||||
cvar_t sk_bigmomma_dmg_blast1 = {"sk_bigmomma_dmg_blast1","100"};
|
||||
cvar_t sk_bigmomma_dmg_blast2 = {"sk_bigmomma_dmg_blast2","100"};
|
||||
cvar_t sk_bigmomma_dmg_blast3 = {"sk_bigmomma_dmg_blast3","100"};
|
||||
|
||||
cvar_t sk_bigmomma_radius_blast1 = {"sk_bigmomma_radius_blast1","250"};
|
||||
cvar_t sk_bigmomma_radius_blast2 = {"sk_bigmomma_radius_blast2","250"};
|
||||
cvar_t sk_bigmomma_radius_blast3 = {"sk_bigmomma_radius_blast3","250"};
|
||||
|
||||
// Gargantua
|
||||
cvar_t sk_gargantua_health1 = {"sk_gargantua_health1","0"};
|
||||
cvar_t sk_gargantua_health2 = {"sk_gargantua_health2","0"};
|
||||
cvar_t sk_gargantua_health3 = {"sk_gargantua_health3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_slash1 = {"sk_gargantua_dmg_slash1","0"};
|
||||
cvar_t sk_gargantua_dmg_slash2 = {"sk_gargantua_dmg_slash2","0"};
|
||||
cvar_t sk_gargantua_dmg_slash3 = {"sk_gargantua_dmg_slash3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_fire1 = {"sk_gargantua_dmg_fire1","0"};
|
||||
cvar_t sk_gargantua_dmg_fire2 = {"sk_gargantua_dmg_fire2","0"};
|
||||
cvar_t sk_gargantua_dmg_fire3 = {"sk_gargantua_dmg_fire3","0"};
|
||||
|
||||
cvar_t sk_gargantua_dmg_stomp1 = {"sk_gargantua_dmg_stomp1","0"};
|
||||
cvar_t sk_gargantua_dmg_stomp2 = {"sk_gargantua_dmg_stomp2","0"};
|
||||
cvar_t sk_gargantua_dmg_stomp3 = {"sk_gargantua_dmg_stomp3","0"};
|
||||
|
||||
|
||||
// Hassassin
|
||||
cvar_t sk_hassassin_health1 = {"sk_hassassin_health1","0"};
|
||||
cvar_t sk_hassassin_health2 = {"sk_hassassin_health2","0"};
|
||||
cvar_t sk_hassassin_health3 = {"sk_hassassin_health3","0"};
|
||||
|
||||
|
||||
// Headcrab
|
||||
cvar_t sk_headcrab_health1 = {"sk_headcrab_health1","0"};
|
||||
cvar_t sk_headcrab_health2 = {"sk_headcrab_health2","0"};
|
||||
cvar_t sk_headcrab_health3 = {"sk_headcrab_health3","0"};
|
||||
|
||||
cvar_t sk_headcrab_dmg_bite1 = {"sk_headcrab_dmg_bite1","0"};
|
||||
cvar_t sk_headcrab_dmg_bite2 = {"sk_headcrab_dmg_bite2","0"};
|
||||
cvar_t sk_headcrab_dmg_bite3 = {"sk_headcrab_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Hgrunt
|
||||
cvar_t sk_hgrunt_health1 = {"sk_hgrunt_health1","0"};
|
||||
cvar_t sk_hgrunt_health2 = {"sk_hgrunt_health2","0"};
|
||||
cvar_t sk_hgrunt_health3 = {"sk_hgrunt_health3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_kick1 = {"sk_hgrunt_kick1","0"};
|
||||
cvar_t sk_hgrunt_kick2 = {"sk_hgrunt_kick2","0"};
|
||||
cvar_t sk_hgrunt_kick3 = {"sk_hgrunt_kick3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_pellets1 = {"sk_hgrunt_pellets1","0"};
|
||||
cvar_t sk_hgrunt_pellets2 = {"sk_hgrunt_pellets2","0"};
|
||||
cvar_t sk_hgrunt_pellets3 = {"sk_hgrunt_pellets3","0"};
|
||||
|
||||
cvar_t sk_hgrunt_gspeed1 = {"sk_hgrunt_gspeed1","0"};
|
||||
cvar_t sk_hgrunt_gspeed2 = {"sk_hgrunt_gspeed2","0"};
|
||||
cvar_t sk_hgrunt_gspeed3 = {"sk_hgrunt_gspeed3","0"};
|
||||
|
||||
// Houndeye
|
||||
cvar_t sk_houndeye_health1 = {"sk_houndeye_health1","0"};
|
||||
cvar_t sk_houndeye_health2 = {"sk_houndeye_health2","0"};
|
||||
cvar_t sk_houndeye_health3 = {"sk_houndeye_health3","0"};
|
||||
|
||||
cvar_t sk_houndeye_dmg_blast1 = {"sk_houndeye_dmg_blast1","0"};
|
||||
cvar_t sk_houndeye_dmg_blast2 = {"sk_houndeye_dmg_blast2","0"};
|
||||
cvar_t sk_houndeye_dmg_blast3 = {"sk_houndeye_dmg_blast3","0"};
|
||||
|
||||
|
||||
// ISlave
|
||||
cvar_t sk_islave_health1 = {"sk_islave_health1","0"};
|
||||
cvar_t sk_islave_health2 = {"sk_islave_health2","0"};
|
||||
cvar_t sk_islave_health3 = {"sk_islave_health3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_claw1 = {"sk_islave_dmg_claw1","0"};
|
||||
cvar_t sk_islave_dmg_claw2 = {"sk_islave_dmg_claw2","0"};
|
||||
cvar_t sk_islave_dmg_claw3 = {"sk_islave_dmg_claw3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_clawrake1 = {"sk_islave_dmg_clawrake1","0"};
|
||||
cvar_t sk_islave_dmg_clawrake2 = {"sk_islave_dmg_clawrake2","0"};
|
||||
cvar_t sk_islave_dmg_clawrake3 = {"sk_islave_dmg_clawrake3","0"};
|
||||
|
||||
cvar_t sk_islave_dmg_zap1 = {"sk_islave_dmg_zap1","0"};
|
||||
cvar_t sk_islave_dmg_zap2 = {"sk_islave_dmg_zap2","0"};
|
||||
cvar_t sk_islave_dmg_zap3 = {"sk_islave_dmg_zap3","0"};
|
||||
|
||||
|
||||
// Icthyosaur
|
||||
cvar_t sk_ichthyosaur_health1 = {"sk_ichthyosaur_health1","0"};
|
||||
cvar_t sk_ichthyosaur_health2 = {"sk_ichthyosaur_health2","0"};
|
||||
cvar_t sk_ichthyosaur_health3 = {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
cvar_t sk_ichthyosaur_shake1 = {"sk_ichthyosaur_shake1","0"};
|
||||
cvar_t sk_ichthyosaur_shake2 = {"sk_ichthyosaur_shake2","0"};
|
||||
cvar_t sk_ichthyosaur_shake3 = {"sk_ichthyosaur_shake3","0"};
|
||||
|
||||
|
||||
// Leech
|
||||
cvar_t sk_leech_health1 = {"sk_leech_health1","0"};
|
||||
cvar_t sk_leech_health2 = {"sk_leech_health2","0"};
|
||||
cvar_t sk_leech_health3 = {"sk_leech_health3","0"};
|
||||
|
||||
cvar_t sk_leech_dmg_bite1 = {"sk_leech_dmg_bite1","0"};
|
||||
cvar_t sk_leech_dmg_bite2 = {"sk_leech_dmg_bite2","0"};
|
||||
cvar_t sk_leech_dmg_bite3 = {"sk_leech_dmg_bite3","0"};
|
||||
|
||||
// Controller
|
||||
cvar_t sk_controller_health1 = {"sk_controller_health1","0"};
|
||||
cvar_t sk_controller_health2 = {"sk_controller_health2","0"};
|
||||
cvar_t sk_controller_health3 = {"sk_controller_health3","0"};
|
||||
|
||||
cvar_t sk_controller_dmgzap1 = {"sk_controller_dmgzap1","0"};
|
||||
cvar_t sk_controller_dmgzap2 = {"sk_controller_dmgzap2","0"};
|
||||
cvar_t sk_controller_dmgzap3 = {"sk_controller_dmgzap3","0"};
|
||||
|
||||
cvar_t sk_controller_speedball1 = {"sk_controller_speedball1","0"};
|
||||
cvar_t sk_controller_speedball2 = {"sk_controller_speedball2","0"};
|
||||
cvar_t sk_controller_speedball3 = {"sk_controller_speedball3","0"};
|
||||
|
||||
cvar_t sk_controller_dmgball1 = {"sk_controller_dmgball1","0"};
|
||||
cvar_t sk_controller_dmgball2 = {"sk_controller_dmgball2","0"};
|
||||
cvar_t sk_controller_dmgball3 = {"sk_controller_dmgball3","0"};
|
||||
|
||||
// Nihilanth
|
||||
cvar_t sk_nihilanth_health1 = {"sk_nihilanth_health1","0"};
|
||||
cvar_t sk_nihilanth_health2 = {"sk_nihilanth_health2","0"};
|
||||
cvar_t sk_nihilanth_health3 = {"sk_nihilanth_health3","0"};
|
||||
|
||||
cvar_t sk_nihilanth_zap1 = {"sk_nihilanth_zap1","0"};
|
||||
cvar_t sk_nihilanth_zap2 = {"sk_nihilanth_zap2","0"};
|
||||
cvar_t sk_nihilanth_zap3 = {"sk_nihilanth_zap3","0"};
|
||||
|
||||
// Scientist
|
||||
cvar_t sk_scientist_health1 = {"sk_scientist_health1","0"};
|
||||
cvar_t sk_scientist_health2 = {"sk_scientist_health2","0"};
|
||||
cvar_t sk_scientist_health3 = {"sk_scientist_health3","0"};
|
||||
|
||||
|
||||
// Snark
|
||||
cvar_t sk_snark_health1 = {"sk_snark_health1","0"};
|
||||
cvar_t sk_snark_health2 = {"sk_snark_health2","0"};
|
||||
cvar_t sk_snark_health3 = {"sk_snark_health3","0"};
|
||||
|
||||
cvar_t sk_snark_dmg_bite1 = {"sk_snark_dmg_bite1","0"};
|
||||
cvar_t sk_snark_dmg_bite2 = {"sk_snark_dmg_bite2","0"};
|
||||
cvar_t sk_snark_dmg_bite3 = {"sk_snark_dmg_bite3","0"};
|
||||
|
||||
cvar_t sk_snark_dmg_pop1 = {"sk_snark_dmg_pop1","0"};
|
||||
cvar_t sk_snark_dmg_pop2 = {"sk_snark_dmg_pop2","0"};
|
||||
cvar_t sk_snark_dmg_pop3 = {"sk_snark_dmg_pop3","0"};
|
||||
|
||||
|
||||
|
||||
// Zombie
|
||||
cvar_t sk_zombie_health1 = {"sk_zombie_health1","0"};
|
||||
cvar_t sk_zombie_health2 = {"sk_zombie_health2","0"};
|
||||
cvar_t sk_zombie_health3 = {"sk_zombie_health3","0"};
|
||||
|
||||
cvar_t sk_zombie_dmg_one_slash1 = {"sk_zombie_dmg_one_slash1","0"};
|
||||
cvar_t sk_zombie_dmg_one_slash2 = {"sk_zombie_dmg_one_slash2","0"};
|
||||
cvar_t sk_zombie_dmg_one_slash3 = {"sk_zombie_dmg_one_slash3","0"};
|
||||
|
||||
cvar_t sk_zombie_dmg_both_slash1 = {"sk_zombie_dmg_both_slash1","0"};
|
||||
cvar_t sk_zombie_dmg_both_slash2 = {"sk_zombie_dmg_both_slash2","0"};
|
||||
cvar_t sk_zombie_dmg_both_slash3 = {"sk_zombie_dmg_both_slash3","0"};
|
||||
|
||||
|
||||
//Turret
|
||||
cvar_t sk_turret_health1 = {"sk_turret_health1","0"};
|
||||
cvar_t sk_turret_health2 = {"sk_turret_health2","0"};
|
||||
cvar_t sk_turret_health3 = {"sk_turret_health3","0"};
|
||||
|
||||
|
||||
// MiniTurret
|
||||
cvar_t sk_miniturret_health1 = {"sk_miniturret_health1","0"};
|
||||
cvar_t sk_miniturret_health2 = {"sk_miniturret_health2","0"};
|
||||
cvar_t sk_miniturret_health3 = {"sk_miniturret_health3","0"};
|
||||
|
||||
|
||||
// Sentry Turret
|
||||
cvar_t sk_sentry_health1 = {"sk_sentry_health1","0"};
|
||||
cvar_t sk_sentry_health2 = {"sk_sentry_health2","0"};
|
||||
cvar_t sk_sentry_health3 = {"sk_sentry_health3","0"};
|
||||
|
||||
|
||||
// PLAYER WEAPONS
|
||||
|
||||
// Crowbar whack
|
||||
cvar_t sk_plr_crowbar1 = {"sk_plr_crowbar1","0"};
|
||||
cvar_t sk_plr_crowbar2 = {"sk_plr_crowbar2","0"};
|
||||
cvar_t sk_plr_crowbar3 = {"sk_plr_crowbar3","0"};
|
||||
|
||||
// Glock Round
|
||||
cvar_t sk_plr_9mm_bullet1 = {"sk_plr_9mm_bullet1","0"};
|
||||
cvar_t sk_plr_9mm_bullet2 = {"sk_plr_9mm_bullet2","0"};
|
||||
cvar_t sk_plr_9mm_bullet3 = {"sk_plr_9mm_bullet3","0"};
|
||||
|
||||
// 357 Round
|
||||
cvar_t sk_plr_357_bullet1 = {"sk_plr_357_bullet1","0"};
|
||||
cvar_t sk_plr_357_bullet2 = {"sk_plr_357_bullet2","0"};
|
||||
cvar_t sk_plr_357_bullet3 = {"sk_plr_357_bullet3","0"};
|
||||
|
||||
// MP5 Round
|
||||
cvar_t sk_plr_9mmAR_bullet1 = {"sk_plr_9mmAR_bullet1","0"};
|
||||
cvar_t sk_plr_9mmAR_bullet2 = {"sk_plr_9mmAR_bullet2","0"};
|
||||
cvar_t sk_plr_9mmAR_bullet3 = {"sk_plr_9mmAR_bullet3","0"};
|
||||
|
||||
|
||||
// M203 grenade
|
||||
cvar_t sk_plr_9mmAR_grenade1 = {"sk_plr_9mmAR_grenade1","0"};
|
||||
cvar_t sk_plr_9mmAR_grenade2 = {"sk_plr_9mmAR_grenade2","0"};
|
||||
cvar_t sk_plr_9mmAR_grenade3 = {"sk_plr_9mmAR_grenade3","0"};
|
||||
|
||||
|
||||
// Shotgun buckshot
|
||||
cvar_t sk_plr_buckshot1 = {"sk_plr_buckshot1","0"};
|
||||
cvar_t sk_plr_buckshot2 = {"sk_plr_buckshot2","0"};
|
||||
cvar_t sk_plr_buckshot3 = {"sk_plr_buckshot3","0"};
|
||||
|
||||
|
||||
// Crossbow
|
||||
cvar_t sk_plr_xbow_bolt_client1 = {"sk_plr_xbow_bolt_client1","0"};
|
||||
cvar_t sk_plr_xbow_bolt_client2 = {"sk_plr_xbow_bolt_client2","0"};
|
||||
cvar_t sk_plr_xbow_bolt_client3 = {"sk_plr_xbow_bolt_client3","0"};
|
||||
|
||||
cvar_t sk_plr_xbow_bolt_monster1 = {"sk_plr_xbow_bolt_monster1","0"};
|
||||
cvar_t sk_plr_xbow_bolt_monster2 = {"sk_plr_xbow_bolt_monster2","0"};
|
||||
cvar_t sk_plr_xbow_bolt_monster3 = {"sk_plr_xbow_bolt_monster3","0"};
|
||||
|
||||
|
||||
// RPG
|
||||
cvar_t sk_plr_rpg1 = {"sk_plr_rpg1","0"};
|
||||
cvar_t sk_plr_rpg2 = {"sk_plr_rpg2","0"};
|
||||
cvar_t sk_plr_rpg3 = {"sk_plr_rpg3","0"};
|
||||
|
||||
|
||||
// Zero Point Generator
|
||||
cvar_t sk_plr_gauss1 = {"sk_plr_gauss1","0"};
|
||||
cvar_t sk_plr_gauss2 = {"sk_plr_gauss2","0"};
|
||||
cvar_t sk_plr_gauss3 = {"sk_plr_gauss3","0"};
|
||||
|
||||
|
||||
// Tau Cannon
|
||||
cvar_t sk_plr_egon_narrow1 = {"sk_plr_egon_narrow1","0"};
|
||||
cvar_t sk_plr_egon_narrow2 = {"sk_plr_egon_narrow2","0"};
|
||||
cvar_t sk_plr_egon_narrow3 = {"sk_plr_egon_narrow3","0"};
|
||||
|
||||
cvar_t sk_plr_egon_wide1 = {"sk_plr_egon_wide1","0"};
|
||||
cvar_t sk_plr_egon_wide2 = {"sk_plr_egon_wide2","0"};
|
||||
cvar_t sk_plr_egon_wide3 = {"sk_plr_egon_wide3","0"};
|
||||
|
||||
|
||||
// Hand Grendade
|
||||
cvar_t sk_plr_hand_grenade1 = {"sk_plr_hand_grenade1","0"};
|
||||
cvar_t sk_plr_hand_grenade2 = {"sk_plr_hand_grenade2","0"};
|
||||
cvar_t sk_plr_hand_grenade3 = {"sk_plr_hand_grenade3","0"};
|
||||
|
||||
|
||||
// Satchel Charge
|
||||
cvar_t sk_plr_satchel1 = {"sk_plr_satchel1","0"};
|
||||
cvar_t sk_plr_satchel2 = {"sk_plr_satchel2","0"};
|
||||
cvar_t sk_plr_satchel3 = {"sk_plr_satchel3","0"};
|
||||
|
||||
|
||||
// Tripmine
|
||||
cvar_t sk_plr_tripmine1 = {"sk_plr_tripmine1","0"};
|
||||
cvar_t sk_plr_tripmine2 = {"sk_plr_tripmine2","0"};
|
||||
cvar_t sk_plr_tripmine3 = {"sk_plr_tripmine3","0"};
|
||||
|
||||
|
||||
// WORLD WEAPONS
|
||||
cvar_t sk_12mm_bullet1 = {"sk_12mm_bullet1","0"};
|
||||
cvar_t sk_12mm_bullet2 = {"sk_12mm_bullet2","0"};
|
||||
cvar_t sk_12mm_bullet3 = {"sk_12mm_bullet3","0"};
|
||||
|
||||
cvar_t sk_9mmAR_bullet1 = {"sk_9mmAR_bullet1","0"};
|
||||
cvar_t sk_9mmAR_bullet2 = {"sk_9mmAR_bullet2","0"};
|
||||
cvar_t sk_9mmAR_bullet3 = {"sk_9mmAR_bullet3","0"};
|
||||
|
||||
cvar_t sk_9mm_bullet1 = {"sk_9mm_bullet1","0"};
|
||||
cvar_t sk_9mm_bullet2 = {"sk_9mm_bullet2","0"};
|
||||
cvar_t sk_9mm_bullet3 = {"sk_9mm_bullet3","0"};
|
||||
|
||||
|
||||
// HORNET
|
||||
cvar_t sk_hornet_dmg1 = {"sk_hornet_dmg1","0"};
|
||||
cvar_t sk_hornet_dmg2 = {"sk_hornet_dmg2","0"};
|
||||
cvar_t sk_hornet_dmg3 = {"sk_hornet_dmg3","0"};
|
||||
|
||||
// HEALTH/CHARGE
|
||||
cvar_t sk_suitcharger1 = { "sk_suitcharger1","0" };
|
||||
cvar_t sk_suitcharger2 = { "sk_suitcharger2","0" };
|
||||
cvar_t sk_suitcharger3 = { "sk_suitcharger3","0" };
|
||||
|
||||
cvar_t sk_battery1 = { "sk_battery1","0" };
|
||||
cvar_t sk_battery2 = { "sk_battery2","0" };
|
||||
cvar_t sk_battery3 = { "sk_battery3","0" };
|
||||
|
||||
cvar_t sk_healthcharger1 = { "sk_healthcharger1","0" };
|
||||
cvar_t sk_healthcharger2 = { "sk_healthcharger2","0" };
|
||||
cvar_t sk_healthcharger3 = { "sk_healthcharger3","0" };
|
||||
|
||||
cvar_t sk_healthkit1 = { "sk_healthkit1","0" };
|
||||
cvar_t sk_healthkit2 = { "sk_healthkit2","0" };
|
||||
cvar_t sk_healthkit3 = { "sk_healthkit3","0" };
|
||||
|
||||
cvar_t sk_scientist_heal1 = { "sk_scientist_heal1","0" };
|
||||
cvar_t sk_scientist_heal2 = { "sk_scientist_heal2","0" };
|
||||
cvar_t sk_scientist_heal3 = { "sk_scientist_heal3","0" };
|
||||
|
||||
|
||||
// monster damage adjusters
|
||||
cvar_t sk_monster_head1 = { "sk_monster_head1","2" };
|
||||
cvar_t sk_monster_head2 = { "sk_monster_head2","2" };
|
||||
cvar_t sk_monster_head3 = { "sk_monster_head3","2" };
|
||||
|
||||
cvar_t sk_monster_chest1 = { "sk_monster_chest1","1" };
|
||||
cvar_t sk_monster_chest2 = { "sk_monster_chest2","1" };
|
||||
cvar_t sk_monster_chest3 = { "sk_monster_chest3","1" };
|
||||
|
||||
cvar_t sk_monster_stomach1 = { "sk_monster_stomach1","1" };
|
||||
cvar_t sk_monster_stomach2 = { "sk_monster_stomach2","1" };
|
||||
cvar_t sk_monster_stomach3 = { "sk_monster_stomach3","1" };
|
||||
|
||||
cvar_t sk_monster_arm1 = { "sk_monster_arm1","1" };
|
||||
cvar_t sk_monster_arm2 = { "sk_monster_arm2","1" };
|
||||
cvar_t sk_monster_arm3 = { "sk_monster_arm3","1" };
|
||||
|
||||
cvar_t sk_monster_leg1 = { "sk_monster_leg1","1" };
|
||||
cvar_t sk_monster_leg2 = { "sk_monster_leg2","1" };
|
||||
cvar_t sk_monster_leg3 = { "sk_monster_leg3","1" };
|
||||
|
||||
// player damage adjusters
|
||||
cvar_t sk_player_head1 = { "sk_player_head1","2" };
|
||||
cvar_t sk_player_head2 = { "sk_player_head2","2" };
|
||||
cvar_t sk_player_head3 = { "sk_player_head3","2" };
|
||||
|
||||
cvar_t sk_player_chest1 = { "sk_player_chest1","1" };
|
||||
cvar_t sk_player_chest2 = { "sk_player_chest2","1" };
|
||||
cvar_t sk_player_chest3 = { "sk_player_chest3","1" };
|
||||
|
||||
cvar_t sk_player_stomach1 = { "sk_player_stomach1","1" };
|
||||
cvar_t sk_player_stomach2 = { "sk_player_stomach2","1" };
|
||||
cvar_t sk_player_stomach3 = { "sk_player_stomach3","1" };
|
||||
|
||||
cvar_t sk_player_arm1 = { "sk_player_arm1","1" };
|
||||
cvar_t sk_player_arm2 = { "sk_player_arm2","1" };
|
||||
cvar_t sk_player_arm3 = { "sk_player_arm3","1" };
|
||||
|
||||
cvar_t sk_player_leg1 = { "sk_player_leg1","1" };
|
||||
cvar_t sk_player_leg2 = { "sk_player_leg2","1" };
|
||||
cvar_t sk_player_leg3 = { "sk_player_leg3","1" };
|
||||
|
||||
// END Cvars for Skill Level settings
|
||||
|
||||
// Register your console variables here
|
||||
// This gets called one time when the game is initialied
|
||||
void GameDLLInit( void )
|
||||
{
|
||||
// Register cvars here:
|
||||
g_psv_gravity = CVAR_GET_POINTER( "sv_gravity" );
|
||||
g_psv_aim = CVAR_GET_POINTER( "sv_aim" );
|
||||
g_footsteps = CVAR_GET_POINTER( "mp_footsteps" );
|
||||
|
||||
// QUAKECLASSIC
|
||||
CVAR_REGISTER (&rj);
|
||||
|
||||
CVAR_REGISTER (&displaysoundlist);
|
||||
|
||||
CVAR_REGISTER (&teamplay);
|
||||
CVAR_REGISTER (&fraglimit);
|
||||
CVAR_REGISTER (&timelimit);
|
||||
|
||||
CVAR_REGISTER (&fragsleft);
|
||||
CVAR_REGISTER (&timeleft);
|
||||
|
||||
CVAR_REGISTER (&friendlyfire);
|
||||
CVAR_REGISTER (&falldamage);
|
||||
CVAR_REGISTER (&weaponstay);
|
||||
CVAR_REGISTER (&forcerespawn);
|
||||
CVAR_REGISTER (&flashlight);
|
||||
CVAR_REGISTER (&aimcrosshair);
|
||||
CVAR_REGISTER (&decalfrequency);
|
||||
CVAR_REGISTER (&teamlist);
|
||||
CVAR_REGISTER (&teamoverride);
|
||||
CVAR_REGISTER (&defaultteam);
|
||||
CVAR_REGISTER (&allowmonsters);
|
||||
|
||||
CVAR_REGISTER (&mp_chattime);
|
||||
|
||||
// REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
// Agrunt
|
||||
CVAR_REGISTER ( &sk_agrunt_health1 );// {"sk_agrunt_health1","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_health2 );// {"sk_agrunt_health2","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_health3 );// {"sk_agrunt_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch1 );// {"sk_agrunt_dmg_punch1","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch2 );// {"sk_agrunt_dmg_punch2","0"};
|
||||
CVAR_REGISTER ( &sk_agrunt_dmg_punch3 );// {"sk_agrunt_dmg_punch3","0"};
|
||||
|
||||
// Apache
|
||||
CVAR_REGISTER ( &sk_apache_health1 );// {"sk_apache_health1","0"};
|
||||
CVAR_REGISTER ( &sk_apache_health2 );// {"sk_apache_health2","0"};
|
||||
CVAR_REGISTER ( &sk_apache_health3 );// {"sk_apache_health3","0"};
|
||||
|
||||
// Barney
|
||||
CVAR_REGISTER ( &sk_barney_health1 );// {"sk_barney_health1","0"};
|
||||
CVAR_REGISTER ( &sk_barney_health2 );// {"sk_barney_health2","0"};
|
||||
CVAR_REGISTER ( &sk_barney_health3 );// {"sk_barney_health3","0"};
|
||||
|
||||
// Bullsquid
|
||||
CVAR_REGISTER ( &sk_bullsquid_health1 );// {"sk_bullsquid_health1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_health2 );// {"sk_bullsquid_health2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_health3 );// {"sk_bullsquid_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite1 );// {"sk_bullsquid_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite2 );// {"sk_bullsquid_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_bite3 );// {"sk_bullsquid_dmg_bite3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip1 );// {"sk_bullsquid_dmg_whip1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip2 );// {"sk_bullsquid_dmg_whip2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_whip3 );// {"sk_bullsquid_dmg_whip3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit1 );// {"sk_bullsquid_dmg_spit1","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit2 );// {"sk_bullsquid_dmg_spit2","0"};
|
||||
CVAR_REGISTER ( &sk_bullsquid_dmg_spit3 );// {"sk_bullsquid_dmg_spit3","0"};
|
||||
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor1 );// {"sk_bigmomma_health_factor1","1.0"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor2 );// {"sk_bigmomma_health_factor2","1.0"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_health_factor3 );// {"sk_bigmomma_health_factor3","1.0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash1 );// {"sk_bigmomma_dmg_slash1","50"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash2 );// {"sk_bigmomma_dmg_slash2","50"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_slash3 );// {"sk_bigmomma_dmg_slash3","50"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast1 );// {"sk_bigmomma_dmg_blast1","100"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast2 );// {"sk_bigmomma_dmg_blast2","100"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_dmg_blast3 );// {"sk_bigmomma_dmg_blast3","100"};
|
||||
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast1 );// {"sk_bigmomma_radius_blast1","250"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast2 );// {"sk_bigmomma_radius_blast2","250"};
|
||||
CVAR_REGISTER ( &sk_bigmomma_radius_blast3 );// {"sk_bigmomma_radius_blast3","250"};
|
||||
|
||||
// Gargantua
|
||||
CVAR_REGISTER ( &sk_gargantua_health1 );// {"sk_gargantua_health1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_health2 );// {"sk_gargantua_health2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_health3 );// {"sk_gargantua_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash1 );// {"sk_gargantua_dmg_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash2 );// {"sk_gargantua_dmg_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_slash3 );// {"sk_gargantua_dmg_slash3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire1 );// {"sk_gargantua_dmg_fire1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire2 );// {"sk_gargantua_dmg_fire2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_fire3 );// {"sk_gargantua_dmg_fire3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp1 );// {"sk_gargantua_dmg_stomp1","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp2 );// {"sk_gargantua_dmg_stomp2","0"};
|
||||
CVAR_REGISTER ( &sk_gargantua_dmg_stomp3 );// {"sk_gargantua_dmg_stomp3","0"};
|
||||
|
||||
|
||||
// Hassassin
|
||||
CVAR_REGISTER ( &sk_hassassin_health1 );// {"sk_hassassin_health1","0"};
|
||||
CVAR_REGISTER ( &sk_hassassin_health2 );// {"sk_hassassin_health2","0"};
|
||||
CVAR_REGISTER ( &sk_hassassin_health3 );// {"sk_hassassin_health3","0"};
|
||||
|
||||
|
||||
// Headcrab
|
||||
CVAR_REGISTER ( &sk_headcrab_health1 );// {"sk_headcrab_health1","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_health2 );// {"sk_headcrab_health2","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_health3 );// {"sk_headcrab_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite1 );// {"sk_headcrab_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite2 );// {"sk_headcrab_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_headcrab_dmg_bite3 );// {"sk_headcrab_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Hgrunt
|
||||
CVAR_REGISTER ( &sk_hgrunt_health1 );// {"sk_hgrunt_health1","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_health2 );// {"sk_hgrunt_health2","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_health3 );// {"sk_hgrunt_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick1 );// {"sk_hgrunt_kick1","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick2 );// {"sk_hgrunt_kick2","0"};
|
||||
CVAR_REGISTER ( &sk_hgrunt_kick3 );// {"sk_hgrunt_kick3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets1 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets2 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_pellets3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed1 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed2 );
|
||||
CVAR_REGISTER ( &sk_hgrunt_gspeed3 );
|
||||
|
||||
// Houndeye
|
||||
CVAR_REGISTER ( &sk_houndeye_health1 );// {"sk_houndeye_health1","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_health2 );// {"sk_houndeye_health2","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_health3 );// {"sk_houndeye_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast1 );// {"sk_houndeye_dmg_blast1","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast2 );// {"sk_houndeye_dmg_blast2","0"};
|
||||
CVAR_REGISTER ( &sk_houndeye_dmg_blast3 );// {"sk_houndeye_dmg_blast3","0"};
|
||||
|
||||
|
||||
// ISlave
|
||||
CVAR_REGISTER ( &sk_islave_health1 );// {"sk_islave_health1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_health2 );// {"sk_islave_health2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_health3 );// {"sk_islave_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw1 );// {"sk_islave_dmg_claw1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw2 );// {"sk_islave_dmg_claw2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_claw3 );// {"sk_islave_dmg_claw3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake1 );// {"sk_islave_dmg_clawrake1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake2 );// {"sk_islave_dmg_clawrake2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_clawrake3 );// {"sk_islave_dmg_clawrake3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap1 );// {"sk_islave_dmg_zap1","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap2 );// {"sk_islave_dmg_zap2","0"};
|
||||
CVAR_REGISTER ( &sk_islave_dmg_zap3 );// {"sk_islave_dmg_zap3","0"};
|
||||
|
||||
|
||||
// Icthyosaur
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health1 );// {"sk_ichthyosaur_health1","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health2 );// {"sk_ichthyosaur_health2","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_health3 );// {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake1 );// {"sk_ichthyosaur_health3","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake2 );// {"sk_ichthyosaur_health3","0"};
|
||||
CVAR_REGISTER ( &sk_ichthyosaur_shake3 );// {"sk_ichthyosaur_health3","0"};
|
||||
|
||||
|
||||
|
||||
// Leech
|
||||
CVAR_REGISTER ( &sk_leech_health1 );// {"sk_leech_health1","0"};
|
||||
CVAR_REGISTER ( &sk_leech_health2 );// {"sk_leech_health2","0"};
|
||||
CVAR_REGISTER ( &sk_leech_health3 );// {"sk_leech_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite1 );// {"sk_leech_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite2 );// {"sk_leech_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_leech_dmg_bite3 );// {"sk_leech_dmg_bite3","0"};
|
||||
|
||||
|
||||
// Controller
|
||||
CVAR_REGISTER ( &sk_controller_health1 );
|
||||
CVAR_REGISTER ( &sk_controller_health2 );
|
||||
CVAR_REGISTER ( &sk_controller_health3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap1 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap2 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgzap3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_speedball1 );
|
||||
CVAR_REGISTER ( &sk_controller_speedball2 );
|
||||
CVAR_REGISTER ( &sk_controller_speedball3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_controller_dmgball1 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgball2 );
|
||||
CVAR_REGISTER ( &sk_controller_dmgball3 );
|
||||
|
||||
// Nihilanth
|
||||
CVAR_REGISTER ( &sk_nihilanth_health1 );// {"sk_nihilanth_health1","0"};
|
||||
CVAR_REGISTER ( &sk_nihilanth_health2 );// {"sk_nihilanth_health2","0"};
|
||||
CVAR_REGISTER ( &sk_nihilanth_health3 );// {"sk_nihilanth_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap1 );
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap2 );
|
||||
CVAR_REGISTER ( &sk_nihilanth_zap3 );
|
||||
|
||||
// Scientist
|
||||
CVAR_REGISTER ( &sk_scientist_health1 );// {"sk_scientist_health1","0"};
|
||||
CVAR_REGISTER ( &sk_scientist_health2 );// {"sk_scientist_health2","0"};
|
||||
CVAR_REGISTER ( &sk_scientist_health3 );// {"sk_scientist_health3","0"};
|
||||
|
||||
|
||||
// Snark
|
||||
CVAR_REGISTER ( &sk_snark_health1 );// {"sk_snark_health1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_health2 );// {"sk_snark_health2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_health3 );// {"sk_snark_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite1 );// {"sk_snark_dmg_bite1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite2 );// {"sk_snark_dmg_bite2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_bite3 );// {"sk_snark_dmg_bite3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop1 );// {"sk_snark_dmg_pop1","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop2 );// {"sk_snark_dmg_pop2","0"};
|
||||
CVAR_REGISTER ( &sk_snark_dmg_pop3 );// {"sk_snark_dmg_pop3","0"};
|
||||
|
||||
|
||||
|
||||
// Zombie
|
||||
CVAR_REGISTER ( &sk_zombie_health1 );// {"sk_zombie_health1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_health2 );// {"sk_zombie_health3","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_health3 );// {"sk_zombie_health3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash1 );// {"sk_zombie_dmg_one_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash2 );// {"sk_zombie_dmg_one_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_one_slash3 );// {"sk_zombie_dmg_one_slash3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash1 );// {"sk_zombie_dmg_both_slash1","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash2 );// {"sk_zombie_dmg_both_slash2","0"};
|
||||
CVAR_REGISTER ( &sk_zombie_dmg_both_slash3 );// {"sk_zombie_dmg_both_slash3","0"};
|
||||
|
||||
|
||||
//Turret
|
||||
CVAR_REGISTER ( &sk_turret_health1 );// {"sk_turret_health1","0"};
|
||||
CVAR_REGISTER ( &sk_turret_health2 );// {"sk_turret_health2","0"};
|
||||
CVAR_REGISTER ( &sk_turret_health3 );// {"sk_turret_health3","0"};
|
||||
|
||||
|
||||
// MiniTurret
|
||||
CVAR_REGISTER ( &sk_miniturret_health1 );// {"sk_miniturret_health1","0"};
|
||||
CVAR_REGISTER ( &sk_miniturret_health2 );// {"sk_miniturret_health2","0"};
|
||||
CVAR_REGISTER ( &sk_miniturret_health3 );// {"sk_miniturret_health3","0"};
|
||||
|
||||
|
||||
// Sentry Turret
|
||||
CVAR_REGISTER ( &sk_sentry_health1 );// {"sk_sentry_health1","0"};
|
||||
CVAR_REGISTER ( &sk_sentry_health2 );// {"sk_sentry_health2","0"};
|
||||
CVAR_REGISTER ( &sk_sentry_health3 );// {"sk_sentry_health3","0"};
|
||||
|
||||
|
||||
// PLAYER WEAPONS
|
||||
|
||||
// Crowbar whack
|
||||
CVAR_REGISTER ( &sk_plr_crowbar1 );// {"sk_plr_crowbar1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_crowbar2 );// {"sk_plr_crowbar2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_crowbar3 );// {"sk_plr_crowbar3","0"};
|
||||
|
||||
// Glock Round
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet1 );// {"sk_plr_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet2 );// {"sk_plr_9mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mm_bullet3 );// {"sk_plr_9mm_bullet3","0"};
|
||||
|
||||
// 357 Round
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet1 );// {"sk_plr_357_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet2 );// {"sk_plr_357_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_357_bullet3 );// {"sk_plr_357_bullet3","0"};
|
||||
|
||||
// MP5 Round
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet1 );// {"sk_plr_9mmAR_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet2 );// {"sk_plr_9mmAR_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_bullet3 );// {"sk_plr_9mmAR_bullet3","0"};
|
||||
|
||||
|
||||
// M203 grenade
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade1 );// {"sk_plr_9mmAR_grenade1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade2 );// {"sk_plr_9mmAR_grenade2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_9mmAR_grenade3 );// {"sk_plr_9mmAR_grenade3","0"};
|
||||
|
||||
|
||||
// Shotgun buckshot
|
||||
CVAR_REGISTER ( &sk_plr_buckshot1 );// {"sk_plr_buckshot1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_buckshot2 );// {"sk_plr_buckshot2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_buckshot3 );// {"sk_plr_buckshot3","0"};
|
||||
|
||||
|
||||
// Crossbow
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster1 );// {"sk_plr_xbow_bolt1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster2 );// {"sk_plr_xbow_bolt2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_monster3 );// {"sk_plr_xbow_bolt3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client1 );// {"sk_plr_xbow_bolt1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client2 );// {"sk_plr_xbow_bolt2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_xbow_bolt_client3 );// {"sk_plr_xbow_bolt3","0"};
|
||||
|
||||
|
||||
// RPG
|
||||
CVAR_REGISTER ( &sk_plr_rpg1 );// {"sk_plr_rpg1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_rpg2 );// {"sk_plr_rpg2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_rpg3 );// {"sk_plr_rpg3","0"};
|
||||
|
||||
|
||||
// Gauss Gun
|
||||
CVAR_REGISTER ( &sk_plr_gauss1 );// {"sk_plr_gauss1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_gauss2 );// {"sk_plr_gauss2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_gauss3 );// {"sk_plr_gauss3","0"};
|
||||
|
||||
|
||||
// Egon Gun
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow1 );// {"sk_plr_egon_narrow1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow2 );// {"sk_plr_egon_narrow2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_narrow3 );// {"sk_plr_egon_narrow3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide1 );// {"sk_plr_egon_wide1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide2 );// {"sk_plr_egon_wide2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_egon_wide3 );// {"sk_plr_egon_wide3","0"};
|
||||
|
||||
|
||||
// Hand Grendade
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade1 );// {"sk_plr_hand_grenade1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade2 );// {"sk_plr_hand_grenade2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_hand_grenade3 );// {"sk_plr_hand_grenade3","0"};
|
||||
|
||||
|
||||
// Satchel Charge
|
||||
CVAR_REGISTER ( &sk_plr_satchel1 );// {"sk_plr_satchel1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_satchel2 );// {"sk_plr_satchel2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_satchel3 );// {"sk_plr_satchel3","0"};
|
||||
|
||||
|
||||
// Tripmine
|
||||
CVAR_REGISTER ( &sk_plr_tripmine1 );// {"sk_plr_tripmine1","0"};
|
||||
CVAR_REGISTER ( &sk_plr_tripmine2 );// {"sk_plr_tripmine2","0"};
|
||||
CVAR_REGISTER ( &sk_plr_tripmine3 );// {"sk_plr_tripmine3","0"};
|
||||
|
||||
|
||||
// WORLD WEAPONS
|
||||
CVAR_REGISTER ( &sk_12mm_bullet1 );// {"sk_12mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_12mm_bullet2 );// {"sk_12mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_12mm_bullet3 );// {"sk_12mm_bullet3","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet1 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet2 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mmAR_bullet3 );// {"sk_9mm_bullet1","0"};
|
||||
|
||||
CVAR_REGISTER ( &sk_9mm_bullet1 );// {"sk_9mm_bullet1","0"};
|
||||
CVAR_REGISTER ( &sk_9mm_bullet2 );// {"sk_9mm_bullet2","0"};
|
||||
CVAR_REGISTER ( &sk_9mm_bullet3 );// {"sk_9mm_bullet3","0"};
|
||||
|
||||
|
||||
// HORNET
|
||||
CVAR_REGISTER ( &sk_hornet_dmg1 );// {"sk_hornet_dmg1","0"};
|
||||
CVAR_REGISTER ( &sk_hornet_dmg2 );// {"sk_hornet_dmg2","0"};
|
||||
CVAR_REGISTER ( &sk_hornet_dmg3 );// {"sk_hornet_dmg3","0"};
|
||||
|
||||
// HEALTH/SUIT CHARGE DISTRIBUTION
|
||||
CVAR_REGISTER ( &sk_suitcharger1 );
|
||||
CVAR_REGISTER ( &sk_suitcharger2 );
|
||||
CVAR_REGISTER ( &sk_suitcharger3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_battery1 );
|
||||
CVAR_REGISTER ( &sk_battery2 );
|
||||
CVAR_REGISTER ( &sk_battery3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_healthcharger1 );
|
||||
CVAR_REGISTER ( &sk_healthcharger2 );
|
||||
CVAR_REGISTER ( &sk_healthcharger3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_healthkit1 );
|
||||
CVAR_REGISTER ( &sk_healthkit2 );
|
||||
CVAR_REGISTER ( &sk_healthkit3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_scientist_heal1 );
|
||||
CVAR_REGISTER ( &sk_scientist_heal2 );
|
||||
CVAR_REGISTER ( &sk_scientist_heal3 );
|
||||
|
||||
// monster damage adjusters
|
||||
CVAR_REGISTER ( &sk_monster_head1 );
|
||||
CVAR_REGISTER ( &sk_monster_head2 );
|
||||
CVAR_REGISTER ( &sk_monster_head3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_chest1 );
|
||||
CVAR_REGISTER ( &sk_monster_chest2 );
|
||||
CVAR_REGISTER ( &sk_monster_chest3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_stomach1 );
|
||||
CVAR_REGISTER ( &sk_monster_stomach2 );
|
||||
CVAR_REGISTER ( &sk_monster_stomach3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_arm1 );
|
||||
CVAR_REGISTER ( &sk_monster_arm2 );
|
||||
CVAR_REGISTER ( &sk_monster_arm3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_monster_leg1 );
|
||||
CVAR_REGISTER ( &sk_monster_leg2 );
|
||||
CVAR_REGISTER ( &sk_monster_leg3 );
|
||||
|
||||
// player damage adjusters
|
||||
CVAR_REGISTER ( &sk_player_head1 );
|
||||
CVAR_REGISTER ( &sk_player_head2 );
|
||||
CVAR_REGISTER ( &sk_player_head3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_chest1 );
|
||||
CVAR_REGISTER ( &sk_player_chest2 );
|
||||
CVAR_REGISTER ( &sk_player_chest3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_stomach1 );
|
||||
CVAR_REGISTER ( &sk_player_stomach2 );
|
||||
CVAR_REGISTER ( &sk_player_stomach3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_arm1 );
|
||||
CVAR_REGISTER ( &sk_player_arm2 );
|
||||
CVAR_REGISTER ( &sk_player_arm3 );
|
||||
|
||||
CVAR_REGISTER ( &sk_player_leg1 );
|
||||
CVAR_REGISTER ( &sk_player_leg2 );
|
||||
CVAR_REGISTER ( &sk_player_leg3 );
|
||||
// END REGISTER CVARS FOR SKILL LEVEL STUFF
|
||||
|
||||
SERVER_COMMAND( "exec skill.cfg\n" );
|
||||
}
|
||||
|
||||
46
hlsdk/dmc/dlls/game.h
Normal file
46
hlsdk/dmc/dlls/game.h
Normal file
@@ -0,0 +1,46 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002 Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef GAME_H
|
||||
#define GAME_H
|
||||
|
||||
extern void GameDLLInit( void );
|
||||
|
||||
|
||||
extern cvar_t displaysoundlist;
|
||||
extern cvar_t mapcyclefile;
|
||||
extern cvar_t servercfgfile;
|
||||
extern cvar_t lservercfgfile;
|
||||
|
||||
// multiplayer server rules
|
||||
extern cvar_t fraglimit;
|
||||
extern cvar_t timelimit;
|
||||
extern cvar_t friendlyfir;
|
||||
extern cvar_t falldamage;
|
||||
extern cvar_t weaponstay;
|
||||
extern cvar_t forcerespaw;
|
||||
extern cvar_t flashlight;
|
||||
extern cvar_t aimcrosshair;
|
||||
extern cvar_t decalfrequency;
|
||||
extern cvar_t teamlist;
|
||||
extern cvar_t teamoverride;
|
||||
extern cvar_t defaultteam;
|
||||
|
||||
// Engine Cvars
|
||||
extern cvar_t *g_psv_gravity;
|
||||
extern cvar_t *g_psv_aim;
|
||||
extern cvar_t *g_footsteps;
|
||||
|
||||
#endif // GAME_H
|
||||
179
hlsdk/dmc/dlls/gamerules.cpp
Normal file
179
hlsdk/dmc/dlls/gamerules.cpp
Normal file
@@ -0,0 +1,179 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// GameRules.cpp
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
|
||||
extern Vector g_vecTeleMins[ MAX_TELES ];
|
||||
extern Vector g_vecTeleMaxs[ MAX_TELES ];
|
||||
extern int g_iTeleNum;
|
||||
|
||||
#include "skill.h"
|
||||
|
||||
extern edict_t *EntSelectSpawnPoint( CBaseEntity *pPlayer );
|
||||
|
||||
DLL_GLOBAL CGameRules* g_pGameRules = NULL;
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
extern int gmsgDeathMsg; // client dll messages
|
||||
extern int gmsgScoreInfo;
|
||||
extern int gmsgMOTD;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CGameRules::CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry )
|
||||
{
|
||||
int iAmmoIndex;
|
||||
|
||||
if ( pszAmmoName )
|
||||
{
|
||||
iAmmoIndex = pPlayer->GetAmmoIndex( pszAmmoName );
|
||||
|
||||
if ( iAmmoIndex > -1 )
|
||||
{
|
||||
if ( pPlayer->AmmoInventory( iAmmoIndex ) < iMaxCarry )
|
||||
{
|
||||
// player has room for more of this type of ammo
|
||||
return TRUE;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
edict_t *CGameRules :: GetPlayerSpawnSpot( CBasePlayer *pPlayer )
|
||||
{
|
||||
edict_t *pentSpawnSpot = EntSelectSpawnPoint( pPlayer );
|
||||
|
||||
pPlayer->pev->origin = VARS(pentSpawnSpot)->origin + Vector(0,0,1);
|
||||
pPlayer->pev->v_angle = g_vecZero;
|
||||
pPlayer->pev->velocity = g_vecZero;
|
||||
pPlayer->pev->angles = VARS(pentSpawnSpot)->angles;
|
||||
pPlayer->pev->punchangle = g_vecZero;
|
||||
pPlayer->pev->fixangle = TRUE;
|
||||
|
||||
return pentSpawnSpot;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CGameRules::CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
||||
{
|
||||
if ( pWeapon->pszAmmo1() )
|
||||
{
|
||||
if ( !CanHaveAmmo( pPlayer, pWeapon->pszAmmo1(), pWeapon->iMaxAmmo1() ) )
|
||||
{
|
||||
// we can't carry anymore ammo for this gun. We can only
|
||||
// have the gun if we aren't already carrying one of this type
|
||||
if ( pPlayer->HasPlayerItem( pWeapon ) )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// weapon doesn't use ammo, don't take another if you already have it.
|
||||
if ( pPlayer->HasPlayerItem( pWeapon ) )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
// note: will fall through to here if GetItemInfo doesn't fill the struct!
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// load the SkillData struct with the proper values based on the skill level.
|
||||
//=========================================================
|
||||
void CGameRules::RefreshSkillData ( void )
|
||||
{
|
||||
int iSkill;
|
||||
|
||||
iSkill = (int)CVAR_GET_FLOAT("skill");
|
||||
|
||||
if ( iSkill < 1 )
|
||||
{
|
||||
iSkill = 1;
|
||||
}
|
||||
else if ( iSkill > 3 )
|
||||
{
|
||||
iSkill = 3;
|
||||
}
|
||||
|
||||
gSkillData.iSkillLevel = iSkill;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// instantiate the proper game rules object
|
||||
//=========================================================
|
||||
|
||||
CGameRules *InstallGameRules( void )
|
||||
{
|
||||
SERVER_COMMAND( "exec game.cfg\n" );
|
||||
SERVER_EXECUTE( );
|
||||
|
||||
//Clear all the teleporters
|
||||
for ( int i = 0; i < MAX_TELES; i++ )
|
||||
{
|
||||
g_vecTeleMins[ i ].x = 0.0;
|
||||
g_vecTeleMins[ i ].y = 0.0;
|
||||
g_vecTeleMins[ i ].z = 0.0;
|
||||
|
||||
g_vecTeleMaxs[ i ].x = 0.0;
|
||||
g_vecTeleMaxs[ i ].y = 0.0;
|
||||
g_vecTeleMaxs[ i ].z = 0.0;
|
||||
}
|
||||
|
||||
g_iTeleNum = 0;
|
||||
|
||||
if ( !gpGlobals->deathmatch )
|
||||
{
|
||||
// generic half-life
|
||||
return new CHalfLifeRules;
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( CVAR_GET_FLOAT( "mp_teamplay" ) > 0 )
|
||||
{
|
||||
// teamplay
|
||||
return new CHalfLifeTeamplay;
|
||||
}
|
||||
if ((int)gpGlobals->deathmatch == 1)
|
||||
{
|
||||
// vanilla deathmatch
|
||||
return new CHalfLifeMultiplay;
|
||||
}
|
||||
else
|
||||
{
|
||||
// vanilla deathmatch??
|
||||
return new CHalfLifeMultiplay;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
370
hlsdk/dmc/dlls/gamerules.h
Normal file
370
hlsdk/dmc/dlls/gamerules.h
Normal file
@@ -0,0 +1,370 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// GameRules
|
||||
//=========================================================
|
||||
|
||||
//#include "weapons.h"
|
||||
//#include "items.h"
|
||||
class CBasePlayerItem;
|
||||
class CBasePlayer;
|
||||
class CItem;
|
||||
class CBasePlayerAmmo;
|
||||
|
||||
// weapon respawning return codes
|
||||
enum
|
||||
{
|
||||
GR_NONE = 0,
|
||||
|
||||
GR_WEAPON_RESPAWN_YES,
|
||||
GR_WEAPON_RESPAWN_NO,
|
||||
|
||||
GR_AMMO_RESPAWN_YES,
|
||||
GR_AMMO_RESPAWN_NO,
|
||||
|
||||
GR_ITEM_RESPAWN_YES,
|
||||
GR_ITEM_RESPAWN_NO,
|
||||
|
||||
GR_PLR_DROP_GUN_ALL,
|
||||
GR_PLR_DROP_GUN_ACTIVE,
|
||||
GR_PLR_DROP_GUN_NO,
|
||||
|
||||
GR_PLR_DROP_AMMO_ALL,
|
||||
GR_PLR_DROP_AMMO_ACTIVE,
|
||||
GR_PLR_DROP_AMMO_NO,
|
||||
};
|
||||
|
||||
// Player relationship return codes
|
||||
enum
|
||||
{
|
||||
GR_NOTTEAMMATE = 0,
|
||||
GR_TEAMMATE,
|
||||
GR_ENEMY,
|
||||
GR_ALLY,
|
||||
GR_NEUTRAL,
|
||||
};
|
||||
|
||||
class CGameRules
|
||||
{
|
||||
public:
|
||||
virtual void RefreshSkillData( void );// fill skill data struct with proper values
|
||||
virtual void Think( void ) = 0;// GR_Think - runs every server frame, should handle any timer tasks, periodic events, etc.
|
||||
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity ) = 0; // Can this item spawn (eg monsters don't spawn in deathmatch).
|
||||
|
||||
virtual BOOL FAllowFlashlight( void ) = 0;// Are players allowed to switch on their flashlight?
|
||||
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// should the player switch to this weapon?
|
||||
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) = 0;// I can't use this weapon anymore, get me the next best one.
|
||||
|
||||
// Functions to verify the single/multiplayer status of a game
|
||||
virtual BOOL IsMultiplayer( void ) = 0;// is this a multiplayer game? (either coop or deathmatch)
|
||||
virtual BOOL IsDeathmatch( void ) = 0;//is this a deathmatch game?
|
||||
virtual BOOL IsTeamplay( void ) { return FALSE; };// is this deathmatch game being played with team rules?
|
||||
virtual BOOL IsCoOp( void ) = 0;// is this a coop game?
|
||||
virtual const char *GetGameDescription( void ) { return "DMC"; } // this is the game name that gets seen in the server browser
|
||||
|
||||
// Client connection/disconnection
|
||||
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] ) = 0;// a client just connected to the server (player hasn't spawned yet)
|
||||
virtual void InitHUD( CBasePlayer *pl ) = 0; // the client dll is ready for updating
|
||||
virtual void ClientDisconnected( edict_t *pClient ) = 0;// a client just disconnected from the server
|
||||
virtual void UpdateGameMode( CBasePlayer *pPlayer ) {} // the client needs to be informed of the current game mode
|
||||
|
||||
// Client damage rules
|
||||
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer ) = 0;// this client just hit the ground after a fall. How much damage?
|
||||
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker ) {return TRUE;};// can this player take damage from this attacker?
|
||||
virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target ) { return TRUE; }
|
||||
|
||||
// Client spawn/respawn control
|
||||
virtual void PlayerSpawn( CBasePlayer *pPlayer ) = 0;// called by CBasePlayer::Spawn just before releasing player into the game
|
||||
virtual void PlayerThink( CBasePlayer *pPlayer ) = 0; // called by CBasePlayer::PreThink every frame, before physics are run and after keys are accepted
|
||||
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer ) = 0;// is this player allowed to respawn now?
|
||||
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer ) = 0;// When in the future will this player be able to spawn?
|
||||
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );// Place this player on their spawnspot and face them the proper direction.
|
||||
|
||||
virtual BOOL AllowAutoTargetCrosshair( void ) { return TRUE; };
|
||||
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd ) { return FALSE; }; // handles the user commands; returns TRUE if command handled properly
|
||||
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer ) {} // the player has changed userinfo; can change it now
|
||||
|
||||
// Client kills/scoring
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled ) = 0;// how many points do I award whoever kills this player?
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor ) = 0;// Called each time a player dies
|
||||
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )= 0;// Call this from within a GameRules class to report an obituary.
|
||||
// Weapon retrieval
|
||||
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
|
||||
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon ) = 0;// Called each time a player picks up a weapon from the ground
|
||||
|
||||
// Weapon spawn/respawn control
|
||||
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon ) = 0;// should this weapon respawn?
|
||||
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon ) = 0;// when may this weapon respawn?
|
||||
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon ) = 0; // can i respawn now, and if not, when should i try again?
|
||||
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon ) = 0;// where in the world should this weapon respawn?
|
||||
|
||||
// Item retrieval
|
||||
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// is this player allowed to take this item?
|
||||
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem ) = 0;// call each time a player picks up an item (battery, healthkit, longjump)
|
||||
|
||||
// Item spawn/respawn control
|
||||
virtual int ItemShouldRespawn( CItem *pItem ) = 0;// Should this item respawn?
|
||||
virtual float FlItemRespawnTime( CItem *pItem ) = 0;// when may this item respawn?
|
||||
virtual Vector VecItemRespawnSpot( CItem *pItem ) = 0;// where in the world should this item respawn?
|
||||
|
||||
// Ammo retrieval
|
||||
virtual BOOL CanHaveAmmo( CBasePlayer *pPlayer, const char *pszAmmoName, int iMaxCarry );// can this player take more of this ammo?
|
||||
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount ) = 0;// called each time a player picks up some ammo in the world
|
||||
|
||||
// Ammo spawn/respawn control
|
||||
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo ) = 0;// should this ammo item respawn?
|
||||
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo ) = 0;// when should this ammo item respawn?
|
||||
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo ) = 0;// where in the world should this ammo item respawn?
|
||||
// by default, everything spawns
|
||||
|
||||
// Healthcharger respawn control
|
||||
virtual float FlHealthChargerRechargeTime( void ) = 0;// how long until a depleted HealthCharger recharges itself?
|
||||
virtual float FlHEVChargerRechargeTime( void ) { return 0; }// how long until a depleted HealthCharger recharges itself?
|
||||
|
||||
// What happens to a dead player's weapons
|
||||
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer ) = 0;// what do I do with a player's weapons when he's killed?
|
||||
|
||||
// What happens to a dead player's ammo
|
||||
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer ) = 0;// Do I drop ammo when the player dies? How much?
|
||||
|
||||
// Teamplay stuff
|
||||
virtual const char *GetTeamID( CBaseEntity *pEntity ) = 0;// what team is this entity on?
|
||||
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget ) = 0;// What is the player's relationship with this entity?
|
||||
virtual int GetTeamIndex( const char *pTeamName ) { return -1; }
|
||||
virtual const char *GetIndexedTeamName( int teamIndex ) { return ""; }
|
||||
virtual BOOL IsValidTeam( const char *pTeamName ) { return TRUE; }
|
||||
virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib ) {}
|
||||
virtual const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer ) { return ""; }
|
||||
|
||||
// Sounds
|
||||
virtual BOOL PlayTextureSounds( void ) { return TRUE; }
|
||||
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol ) { return TRUE; }
|
||||
|
||||
// Monsters
|
||||
virtual BOOL FAllowMonsters( void ) = 0;//are monsters allowed
|
||||
|
||||
// Immediately end a multiplayer game
|
||||
virtual void EndMultiplayerGame( void ) {}
|
||||
};
|
||||
|
||||
extern CGameRules *InstallGameRules( void );
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CHalfLifeRules - rules for the single player Half-Life
|
||||
// game.
|
||||
//=========================================================
|
||||
class CHalfLifeRules : public CGameRules
|
||||
{
|
||||
public:
|
||||
CHalfLifeRules ( void );
|
||||
|
||||
// GR_Think
|
||||
virtual void Think( void );
|
||||
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
|
||||
virtual BOOL FAllowFlashlight( void ) { return TRUE; };
|
||||
|
||||
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
|
||||
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
|
||||
|
||||
// Functions to verify the single/multiplayer status of a game
|
||||
virtual BOOL IsMultiplayer( void );
|
||||
virtual BOOL IsDeathmatch( void );
|
||||
virtual BOOL IsCoOp( void );
|
||||
|
||||
// Client connection/disconnection
|
||||
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
|
||||
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
|
||||
virtual void ClientDisconnected( edict_t *pClient );
|
||||
|
||||
// Client damage rules
|
||||
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
|
||||
|
||||
// Client spawn/respawn control
|
||||
virtual void PlayerSpawn( CBasePlayer *pPlayer );
|
||||
virtual void PlayerThink( CBasePlayer *pPlayer );
|
||||
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
|
||||
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
|
||||
|
||||
virtual BOOL AllowAutoTargetCrosshair( void );
|
||||
|
||||
// Client kills/scoring
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
|
||||
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
|
||||
|
||||
// Weapon retrieval
|
||||
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
|
||||
|
||||
// Weapon spawn/respawn control
|
||||
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
|
||||
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
|
||||
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
|
||||
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
|
||||
|
||||
// Item retrieval
|
||||
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
|
||||
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
|
||||
|
||||
// Item spawn/respawn control
|
||||
virtual int ItemShouldRespawn( CItem *pItem );
|
||||
virtual float FlItemRespawnTime( CItem *pItem );
|
||||
virtual Vector VecItemRespawnSpot( CItem *pItem );
|
||||
|
||||
// Ammo retrieval
|
||||
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
|
||||
|
||||
// Ammo spawn/respawn control
|
||||
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
|
||||
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
|
||||
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
|
||||
|
||||
// Healthcharger respawn control
|
||||
virtual float FlHealthChargerRechargeTime( void );
|
||||
|
||||
// What happens to a dead player's weapons
|
||||
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
|
||||
|
||||
// What happens to a dead player's ammo
|
||||
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
|
||||
|
||||
// Monsters
|
||||
virtual BOOL FAllowMonsters( void );
|
||||
|
||||
// Teamplay stuff
|
||||
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";};
|
||||
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
|
||||
};
|
||||
|
||||
|
||||
#include "voice_gamemgr.h"
|
||||
|
||||
//=========================================================
|
||||
// CHalfLifeMultiplay - rules for the basic half life multiplayer
|
||||
// competition
|
||||
//=========================================================
|
||||
class CHalfLifeMultiplay : public CGameRules
|
||||
{
|
||||
public:
|
||||
CHalfLifeMultiplay();
|
||||
|
||||
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
|
||||
|
||||
// GR_Think
|
||||
virtual void Think( void );
|
||||
virtual void RefreshSkillData( void );
|
||||
virtual BOOL IsAllowedToSpawn( CBaseEntity *pEntity );
|
||||
virtual BOOL FAllowFlashlight( void );
|
||||
|
||||
virtual BOOL FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
|
||||
virtual BOOL GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
|
||||
|
||||
// Functions to verify the single/multiplayer status of a game
|
||||
virtual BOOL IsMultiplayer( void );
|
||||
virtual BOOL IsDeathmatch( void );
|
||||
virtual BOOL IsCoOp( void );
|
||||
|
||||
// Client connection/disconnection
|
||||
// If ClientConnected returns FALSE, the connection is rejected and the user is provided the reason specified in
|
||||
// svRejectReason
|
||||
// Only the client's name and remote address are provided to the dll for verification.
|
||||
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
|
||||
virtual void InitHUD( CBasePlayer *pl ); // the client dll is ready for updating
|
||||
virtual void ClientDisconnected( edict_t *pClient );
|
||||
virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
|
||||
|
||||
// Client damage rules
|
||||
virtual float FlPlayerFallDamage( CBasePlayer *pPlayer );
|
||||
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
|
||||
|
||||
// Client spawn/respawn control
|
||||
virtual void PlayerSpawn( CBasePlayer *pPlayer );
|
||||
virtual void PlayerThink( CBasePlayer *pPlayer );
|
||||
virtual BOOL FPlayerCanRespawn( CBasePlayer *pPlayer );
|
||||
virtual float FlPlayerSpawnTime( CBasePlayer *pPlayer );
|
||||
virtual edict_t *GetPlayerSpawnSpot( CBasePlayer *pPlayer );
|
||||
|
||||
virtual BOOL AllowAutoTargetCrosshair( void );
|
||||
|
||||
// Client kills/scoring
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
|
||||
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
|
||||
|
||||
// Weapon retrieval
|
||||
virtual void PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );
|
||||
virtual BOOL CanHavePlayerItem( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon );// The player is touching an CBasePlayerItem, do I give it to him?
|
||||
|
||||
// Weapon spawn/respawn control
|
||||
virtual int WeaponShouldRespawn( CBasePlayerItem *pWeapon );
|
||||
virtual float FlWeaponRespawnTime( CBasePlayerItem *pWeapon );
|
||||
virtual float FlWeaponTryRespawn( CBasePlayerItem *pWeapon );
|
||||
virtual Vector VecWeaponRespawnSpot( CBasePlayerItem *pWeapon );
|
||||
|
||||
// Item retrieval
|
||||
virtual BOOL CanHaveItem( CBasePlayer *pPlayer, CItem *pItem );
|
||||
virtual void PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem );
|
||||
|
||||
// Item spawn/respawn control
|
||||
virtual int ItemShouldRespawn( CItem *pItem );
|
||||
virtual float FlItemRespawnTime( CItem *pItem );
|
||||
virtual Vector VecItemRespawnSpot( CItem *pItem );
|
||||
|
||||
// Ammo retrieval
|
||||
virtual void PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount );
|
||||
|
||||
// Ammo spawn/respawn control
|
||||
virtual int AmmoShouldRespawn( CBasePlayerAmmo *pAmmo );
|
||||
virtual float FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo );
|
||||
virtual Vector VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo );
|
||||
|
||||
// Healthcharger respawn control
|
||||
virtual float FlHealthChargerRechargeTime( void );
|
||||
virtual float FlHEVChargerRechargeTime( void );
|
||||
|
||||
// What happens to a dead player's weapons
|
||||
virtual int DeadPlayerWeapons( CBasePlayer *pPlayer );
|
||||
|
||||
// What happens to a dead player's ammo
|
||||
virtual int DeadPlayerAmmo( CBasePlayer *pPlayer );
|
||||
|
||||
// Teamplay stuff
|
||||
virtual const char *GetTeamID( CBaseEntity *pEntity ) {return "";}
|
||||
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
|
||||
|
||||
virtual BOOL PlayTextureSounds( void ) { return FALSE; }
|
||||
virtual BOOL PlayFootstepSounds( CBasePlayer *pl, float fvol );
|
||||
|
||||
// Monsters
|
||||
virtual BOOL FAllowMonsters( void );
|
||||
|
||||
// Immediately end a multiplayer game
|
||||
virtual void EndMultiplayerGame( void ) { GoToIntermission(); }
|
||||
|
||||
CVoiceGameMgr m_VoiceGameMgr;
|
||||
|
||||
protected:
|
||||
virtual void ChangeLevel( void );
|
||||
virtual void GoToIntermission( void );
|
||||
float m_flIntermissionEndTime;
|
||||
float m_flIntermissionStartTime;
|
||||
BOOL m_iEndIntermissionButtonHit;
|
||||
void SendMOTDToClient( edict_t *client );
|
||||
|
||||
float m_flGameEndTime;
|
||||
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
|
||||
};
|
||||
|
||||
extern DLL_GLOBAL CGameRules* g_pGameRules;
|
||||
39
hlsdk/dmc/dlls/globals.cpp
Normal file
39
hlsdk/dmc/dlls/globals.cpp
Normal file
@@ -0,0 +1,39 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== globals.cpp ========================================================
|
||||
|
||||
DLL-wide global variable definitions.
|
||||
They're all defined here, for convenient centralization.
|
||||
Source files that need them should "extern ..." declare each
|
||||
variable, to better document what globals they care about.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "soundent.h"
|
||||
|
||||
DLL_GLOBAL ULONG g_ulFrameCount;
|
||||
DLL_GLOBAL ULONG g_ulModelIndexEyes;
|
||||
DLL_GLOBAL ULONG g_ulModelIndexPlayer;
|
||||
DLL_GLOBAL Vector g_vecAttackDir;
|
||||
DLL_GLOBAL int g_iSkillLevel;
|
||||
DLL_GLOBAL int gDisplayTitle;
|
||||
DLL_GLOBAL BOOL g_fGameOver;
|
||||
DLL_GLOBAL const Vector g_vecZero = Vector(0,0,0);
|
||||
DLL_GLOBAL int g_Language;
|
||||
198
hlsdk/dmc/dlls/h_ai.cpp
Normal file
198
hlsdk/dmc/dlls/h_ai.cpp
Normal file
@@ -0,0 +1,198 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
h_ai.cpp - halflife specific ai code
|
||||
|
||||
*/
|
||||
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
|
||||
#define NUM_LATERAL_CHECKS 13 // how many checks are made on each side of a monster looking for lateral cover
|
||||
#define NUM_LATERAL_LOS_CHECKS 6 // how many checks are made on each side of a monster looking for lateral cover
|
||||
|
||||
//float flRandom = RANDOM_FLOAT(0,1);
|
||||
|
||||
DLL_GLOBAL BOOL g_fDrawLines = FALSE;
|
||||
|
||||
//=========================================================
|
||||
//
|
||||
// AI UTILITY FUNCTIONS
|
||||
//
|
||||
// !!!UNDONE - move CBaseMonster functions to monsters.cpp
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// FBoxVisible - a more accurate ( and slower ) version
|
||||
// of FVisible.
|
||||
//
|
||||
// !!!UNDONE - make this CBaseMonster?
|
||||
//=========================================================
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize )
|
||||
{
|
||||
// don't look through water
|
||||
if ((pevLooker->waterlevel != 3 && pevTarget->waterlevel == 3)
|
||||
|| (pevLooker->waterlevel == 3 && pevTarget->waterlevel == 0))
|
||||
return FALSE;
|
||||
|
||||
TraceResult tr;
|
||||
Vector vecLookerOrigin = pevLooker->origin + pevLooker->view_ofs;//look through the monster's 'eyes'
|
||||
for (int i = 0; i < 5; i++)
|
||||
{
|
||||
Vector vecTarget = pevTarget->origin;
|
||||
vecTarget.x += RANDOM_FLOAT( pevTarget->mins.x + flSize, pevTarget->maxs.x - flSize);
|
||||
vecTarget.y += RANDOM_FLOAT( pevTarget->mins.y + flSize, pevTarget->maxs.y - flSize);
|
||||
vecTarget.z += RANDOM_FLOAT( pevTarget->mins.z + flSize, pevTarget->maxs.z - flSize);
|
||||
|
||||
UTIL_TraceLine(vecLookerOrigin, vecTarget, ignore_monsters, ignore_glass, ENT(pevLooker)/*pentIgnore*/, &tr);
|
||||
|
||||
if (tr.flFraction == 1.0)
|
||||
{
|
||||
vecTargetOrigin = vecTarget;
|
||||
return TRUE;// line of sight is valid.
|
||||
}
|
||||
}
|
||||
return FALSE;// Line of sight is not established
|
||||
}
|
||||
|
||||
//
|
||||
// VecCheckToss - returns the velocity at which an object should be lobbed from vecspot1 to land near vecspot2.
|
||||
// returns g_vecZero if toss is not feasible.
|
||||
//
|
||||
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj )
|
||||
{
|
||||
TraceResult tr;
|
||||
Vector vecMidPoint;// halfway point between Spot1 and Spot2
|
||||
Vector vecApex;// highest point
|
||||
Vector vecScale;
|
||||
Vector vecGrenadeVel;
|
||||
Vector vecTemp;
|
||||
float flGravity = CVAR_GET_FLOAT( "sv_gravity" ) * flGravityAdj;
|
||||
|
||||
if (vecSpot2.z - vecSpot1.z > 500)
|
||||
{
|
||||
// to high, fail
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
UTIL_MakeVectors (pev->angles);
|
||||
|
||||
// toss a little bit to the left or right, not right down on the enemy's bean (head).
|
||||
vecSpot2 = vecSpot2 + gpGlobals->v_right * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
|
||||
vecSpot2 = vecSpot2 + gpGlobals->v_forward * ( RANDOM_FLOAT(-8,8) + RANDOM_FLOAT(-16,16) );
|
||||
|
||||
// calculate the midpoint and apex of the 'triangle'
|
||||
// UNDONE: normalize any Z position differences between spot1 and spot2 so that triangle is always RIGHT
|
||||
|
||||
// How much time does it take to get there?
|
||||
|
||||
// get a rough idea of how high it can be thrown
|
||||
vecMidPoint = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
|
||||
UTIL_TraceLine(vecMidPoint, vecMidPoint + Vector(0,0,500), ignore_monsters, ENT(pev), &tr);
|
||||
vecMidPoint = tr.vecEndPos;
|
||||
// (subtract 15 so the grenade doesn't hit the ceiling)
|
||||
vecMidPoint.z -= 15;
|
||||
|
||||
if (vecMidPoint.z < vecSpot1.z || vecMidPoint.z < vecSpot2.z)
|
||||
{
|
||||
// to not enough space, fail
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// How high should the grenade travel to reach the apex
|
||||
float distance1 = (vecMidPoint.z - vecSpot1.z);
|
||||
float distance2 = (vecMidPoint.z - vecSpot2.z);
|
||||
|
||||
// How long will it take for the grenade to travel this distance
|
||||
float time1 = sqrt( distance1 / (0.5 * flGravity) );
|
||||
float time2 = sqrt( distance2 / (0.5 * flGravity) );
|
||||
|
||||
if (time1 < 0.1)
|
||||
{
|
||||
// too close
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// how hard to throw sideways to get there in time.
|
||||
vecGrenadeVel = (vecSpot2 - vecSpot1) / (time1 + time2);
|
||||
// how hard upwards to reach the apex at the right time.
|
||||
vecGrenadeVel.z = flGravity * time1;
|
||||
|
||||
// find the apex
|
||||
vecApex = vecSpot1 + vecGrenadeVel * time1;
|
||||
vecApex.z = vecMidPoint.z;
|
||||
|
||||
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
// UNDONE: either ignore monsters or change it to not care if we hit our enemy
|
||||
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
return vecGrenadeVel;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// VecCheckThrow - returns the velocity vector at which an object should be thrown from vecspot1 to hit vecspot2.
|
||||
// returns g_vecZero if throw is not feasible.
|
||||
//
|
||||
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj )
|
||||
{
|
||||
float flGravity = CVAR_GET_FLOAT( "sv_gravity" ) * flGravityAdj;
|
||||
|
||||
Vector vecGrenadeVel = (vecSpot2 - vecSpot1);
|
||||
|
||||
// throw at a constant time
|
||||
float time = vecGrenadeVel.Length( ) / flSpeed;
|
||||
vecGrenadeVel = vecGrenadeVel * (1.0 / time);
|
||||
|
||||
// adjust upward toss to compensate for gravity loss
|
||||
vecGrenadeVel.z += flGravity * time * 0.5;
|
||||
|
||||
Vector vecApex = vecSpot1 + (vecSpot2 - vecSpot1) * 0.5;
|
||||
vecApex.z += 0.5 * flGravity * (time * 0.5) * (time * 0.5);
|
||||
|
||||
TraceResult tr;
|
||||
UTIL_TraceLine(vecSpot1, vecApex, dont_ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
UTIL_TraceLine(vecSpot2, vecApex, ignore_monsters, ENT(pev), &tr);
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
// fail!
|
||||
return g_vecZero;
|
||||
}
|
||||
|
||||
return vecGrenadeVel;
|
||||
}
|
||||
|
||||
|
||||
69
hlsdk/dmc/dlls/h_export.cpp
Normal file
69
hlsdk/dmc/dlls/h_export.cpp
Normal file
@@ -0,0 +1,69 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== h_export.cpp ========================================================
|
||||
|
||||
Entity classes exported by Halflife.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
|
||||
#include "cbase.h"
|
||||
|
||||
// Holds engine functionality callbacks
|
||||
enginefuncs_t g_engfuncs;
|
||||
globalvars_t *gpGlobals;
|
||||
|
||||
|
||||
#ifdef _WIN32
|
||||
|
||||
// Required DLL entry point
|
||||
BOOL WINAPI DllMain(
|
||||
HINSTANCE hinstDLL,
|
||||
DWORD fdwReason,
|
||||
LPVOID lpvReserved)
|
||||
{
|
||||
if (fdwReason == DLL_PROCESS_ATTACH)
|
||||
{
|
||||
}
|
||||
else if (fdwReason == DLL_PROCESS_DETACH)
|
||||
{
|
||||
}
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void DLLEXPORT GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
|
||||
{
|
||||
memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t));
|
||||
gpGlobals = pGlobals;
|
||||
}
|
||||
|
||||
|
||||
#else
|
||||
|
||||
extern "C" {
|
||||
|
||||
void GiveFnptrsToDll( enginefuncs_t* pengfuncsFromEngine, globalvars_t *pGlobals )
|
||||
{
|
||||
memcpy(&g_engfuncs, pengfuncsFromEngine, sizeof(enginefuncs_t));
|
||||
gpGlobals = pGlobals;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
#endif
|
||||
337
hlsdk/dmc/dlls/items.cpp
Normal file
337
hlsdk/dmc/dlls/items.cpp
Normal file
@@ -0,0 +1,337 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002 Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== items.cpp ========================================================
|
||||
|
||||
functions governing the selection/use of weapons for players
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "weapons.h"
|
||||
#include "player.h"
|
||||
#include "skill.h"
|
||||
#include "items.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
extern int gmsgItemPickup;
|
||||
|
||||
class CWorldItem : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void KeyValue(KeyValueData *pkvd );
|
||||
void Spawn( void );
|
||||
int m_iType;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(world_items, CWorldItem);
|
||||
|
||||
void CWorldItem::KeyValue(KeyValueData *pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "type"))
|
||||
{
|
||||
m_iType = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
void CWorldItem::Spawn( void )
|
||||
{
|
||||
CBaseEntity *pEntity = NULL;
|
||||
|
||||
switch (m_iType)
|
||||
{
|
||||
case 44: // ITEM_BATTERY:
|
||||
pEntity = CBaseEntity::Create( "item_battery", pev->origin, pev->angles );
|
||||
break;
|
||||
case 42: // ITEM_ANTIDOTE:
|
||||
pEntity = CBaseEntity::Create( "item_antidote", pev->origin, pev->angles );
|
||||
break;
|
||||
case 43: // ITEM_SECURITY:
|
||||
pEntity = CBaseEntity::Create( "item_security", pev->origin, pev->angles );
|
||||
break;
|
||||
case 45: // ITEM_SUIT:
|
||||
pEntity = CBaseEntity::Create( "item_suit", pev->origin, pev->angles );
|
||||
break;
|
||||
}
|
||||
|
||||
if (!pEntity)
|
||||
{
|
||||
ALERT( at_console, "unable to create world_item %d\n", m_iType );
|
||||
}
|
||||
else
|
||||
{
|
||||
pEntity->pev->target = pev->target;
|
||||
pEntity->pev->targetname = pev->targetname;
|
||||
pEntity->pev->spawnflags = pev->spawnflags;
|
||||
}
|
||||
|
||||
REMOVE_ENTITY(edict());
|
||||
}
|
||||
|
||||
|
||||
void CItem::Spawn( void )
|
||||
{
|
||||
pev->movetype = MOVETYPE_TOSS;
|
||||
pev->solid = SOLID_TRIGGER;
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 16));
|
||||
SetTouch(&CItem::ItemTouch);
|
||||
|
||||
if (DROP_TO_FLOOR(ENT(pev)) == 0)
|
||||
{
|
||||
ALERT(at_error, "Item %s fell out of level at %f,%f,%f", STRING( pev->classname ), pev->origin.x, pev->origin.y, pev->origin.z);
|
||||
UTIL_Remove( this );
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
extern int gEvilImpulse101;
|
||||
|
||||
void CItem::ItemTouch( CBaseEntity *pOther )
|
||||
{
|
||||
// if it's not a player, ignore
|
||||
if ( !pOther->IsPlayer() )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
CBasePlayer *pPlayer = (CBasePlayer *)pOther;
|
||||
|
||||
// ok, a player is touching this item, but can he have it?
|
||||
if ( !g_pGameRules->CanHaveItem( pPlayer, this ) )
|
||||
{
|
||||
// no? Ignore the touch.
|
||||
return;
|
||||
}
|
||||
|
||||
if (MyTouch( pPlayer ))
|
||||
{
|
||||
SUB_UseTargets( pOther, USE_TOGGLE, 0 );
|
||||
SetTouch( NULL );
|
||||
|
||||
// player grabbed the item.
|
||||
g_pGameRules->PlayerGotItem( pPlayer, this );
|
||||
if ( g_pGameRules->ItemShouldRespawn( this ) == GR_ITEM_RESPAWN_YES )
|
||||
{
|
||||
Respawn();
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
else if (gEvilImpulse101)
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
CBaseEntity* CItem::Respawn( void )
|
||||
{
|
||||
SetTouch( NULL );
|
||||
pev->effects |= EF_NODRAW;
|
||||
|
||||
UTIL_SetOrigin( pev, g_pGameRules->VecItemRespawnSpot( this ) );// blip to whereever you should respawn.
|
||||
|
||||
SetThink ( &CItem::Materialize );
|
||||
pev->nextthink = g_pGameRules->FlItemRespawnTime( this );
|
||||
return this;
|
||||
}
|
||||
|
||||
void CItem::Materialize( void )
|
||||
{
|
||||
if ( pev->effects & EF_NODRAW )
|
||||
{
|
||||
// changing from invisible state to visible.
|
||||
EMIT_SOUND_DYN( ENT(pev), CHAN_WEAPON, "items/suitchargeok1.wav", 1, ATTN_NORM, 0, 150 );
|
||||
pev->effects &= ~EF_NODRAW;
|
||||
pev->effects |= EF_MUZZLEFLASH;
|
||||
}
|
||||
|
||||
SetTouch( &CItem::ItemTouch );
|
||||
}
|
||||
|
||||
#define SF_SUIT_SHORTLOGON 0x0001
|
||||
|
||||
class CItemSuit : public CItem
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/w_suit.mdl");
|
||||
CItem::Spawn( );
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL ("models/w_suit.mdl");
|
||||
}
|
||||
BOOL MyTouch( CBasePlayer *pPlayer )
|
||||
{
|
||||
if ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) )
|
||||
return FALSE;
|
||||
|
||||
if ( pev->spawnflags & SF_SUIT_SHORTLOGON )
|
||||
EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_A0"); // short version of suit logon,
|
||||
else
|
||||
EMIT_SOUND_SUIT(pPlayer->edict(), "!HEV_AAx"); // long version of suit logon
|
||||
|
||||
pPlayer->pev->weapons |= (1<<WEAPON_SUIT);
|
||||
return TRUE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_suit, CItemSuit);
|
||||
|
||||
|
||||
|
||||
class CItemBattery : public CItem
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/w_battery.mdl");
|
||||
CItem::Spawn( );
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL ("models/w_battery.mdl");
|
||||
PRECACHE_SOUND( "items/gunpickup2.wav" );
|
||||
}
|
||||
BOOL MyTouch( CBasePlayer *pPlayer )
|
||||
{
|
||||
if ((pPlayer->pev->armorvalue < MAX_NORMAL_BATTERY) &&
|
||||
(pPlayer->pev->weapons & (1<<WEAPON_SUIT)))
|
||||
{
|
||||
int pct;
|
||||
char szcharge[64];
|
||||
|
||||
pPlayer->pev->armorvalue += gSkillData.batteryCapacity;
|
||||
pPlayer->pev->armorvalue = min(pPlayer->pev->armorvalue, MAX_NORMAL_BATTERY);
|
||||
|
||||
EMIT_SOUND( pPlayer->edict(), CHAN_ITEM, "items/gunpickup2.wav", 1, ATTN_NORM );
|
||||
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
||||
WRITE_STRING( STRING(pev->classname) );
|
||||
MESSAGE_END();
|
||||
|
||||
|
||||
// Suit reports new power level
|
||||
// For some reason this wasn't working in release build -- round it.
|
||||
pct = (int)( (float)(pPlayer->pev->armorvalue * 100.0) * (1.0/MAX_NORMAL_BATTERY) + 0.5);
|
||||
pct = (pct / 5);
|
||||
if (pct > 0)
|
||||
pct--;
|
||||
|
||||
sprintf( szcharge,"!HEV_%1dP", pct );
|
||||
|
||||
//EMIT_SOUND_SUIT(ENT(pev), szcharge);
|
||||
pPlayer->SetSuitUpdate(szcharge, FALSE, SUIT_NEXT_IN_30SEC);
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_battery, CItemBattery);
|
||||
|
||||
|
||||
class CItemAntidote : public CItem
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/w_antidote.mdl");
|
||||
CItem::Spawn( );
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL ("models/w_antidote.mdl");
|
||||
}
|
||||
BOOL MyTouch( CBasePlayer *pPlayer )
|
||||
{
|
||||
pPlayer->SetSuitUpdate("!HEV_DET4", FALSE, SUIT_NEXT_IN_1MIN);
|
||||
|
||||
pPlayer->m_rgItems[ITEM_ANTIDOTE] += 1;
|
||||
return TRUE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_antidote, CItemAntidote);
|
||||
|
||||
|
||||
class CItemSecurity : public CItem
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/w_security.mdl");
|
||||
CItem::Spawn( );
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL ("models/w_security.mdl");
|
||||
}
|
||||
BOOL MyTouch( CBasePlayer *pPlayer )
|
||||
{
|
||||
pPlayer->m_rgItems[ITEM_SECURITY] += 1;
|
||||
return TRUE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS(item_security, CItemSecurity);
|
||||
|
||||
class CItemLongJump : public CItem
|
||||
{
|
||||
void Spawn( void )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/w_longjump.mdl");
|
||||
CItem::Spawn( );
|
||||
}
|
||||
void Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL ("models/w_longjump.mdl");
|
||||
}
|
||||
BOOL MyTouch( CBasePlayer *pPlayer )
|
||||
{
|
||||
if ( pPlayer->m_fLongJump )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
if ( ( pPlayer->pev->weapons & (1<<WEAPON_SUIT) ) )
|
||||
{
|
||||
pPlayer->m_fLongJump = TRUE;// player now has longjump module
|
||||
|
||||
g_engfuncs.pfnSetPhysicsKeyValue( pPlayer->edict(), "slj", "1" );
|
||||
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgItemPickup, NULL, pPlayer->pev );
|
||||
WRITE_STRING( STRING(pev->classname) );
|
||||
MESSAGE_END();
|
||||
|
||||
EMIT_SOUND_SUIT( pPlayer->edict(), "!HEV_A1" ); // Play the longjump sound UNDONE: Kelly? correct sound?
|
||||
return TRUE;
|
||||
}
|
||||
return FALSE;
|
||||
}
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( item_longjump, CItemLongJump );
|
||||
29
hlsdk/dmc/dlls/items.h
Normal file
29
hlsdk/dmc/dlls/items.h
Normal file
@@ -0,0 +1,29 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef ITEMS_H
|
||||
#define ITEMS_H
|
||||
|
||||
|
||||
class CItem : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
CBaseEntity* Respawn( void );
|
||||
void EXPORT ItemTouch( CBaseEntity *pOther );
|
||||
void EXPORT Materialize( void );
|
||||
virtual BOOL MyTouch( CBasePlayer *pPlayer ) { return FALSE; };
|
||||
};
|
||||
|
||||
#endif // ITEMS_H
|
||||
199
hlsdk/dmc/dlls/lights.cpp
Normal file
199
hlsdk/dmc/dlls/lights.cpp
Normal file
@@ -0,0 +1,199 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== lights.cpp ========================================================
|
||||
|
||||
spawn and think functions for editor-placed lights
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
|
||||
|
||||
|
||||
class CLight : public CPointEntity
|
||||
{
|
||||
public:
|
||||
virtual void KeyValue( KeyValueData* pkvd );
|
||||
virtual void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
private:
|
||||
int m_iStyle;
|
||||
int m_iszPattern;
|
||||
};
|
||||
LINK_ENTITY_TO_CLASS( light, CLight );
|
||||
|
||||
TYPEDESCRIPTION CLight::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CLight, m_iStyle, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CLight, m_iszPattern, FIELD_STRING ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CLight, CPointEntity );
|
||||
|
||||
|
||||
//
|
||||
// Cache user-entity-field values until spawn is called.
|
||||
//
|
||||
void CLight :: KeyValue( KeyValueData* pkvd)
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "style"))
|
||||
{
|
||||
m_iStyle = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "pitch"))
|
||||
{
|
||||
pev->angles.x = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "pattern"))
|
||||
{
|
||||
m_iszPattern = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CPointEntity::KeyValue( pkvd );
|
||||
}
|
||||
}
|
||||
|
||||
/*QUAKED light (0 1 0) (-8 -8 -8) (8 8 8) LIGHT_START_OFF
|
||||
Non-displayed light.
|
||||
Default light value is 300
|
||||
Default style is 0
|
||||
If targeted, it will toggle between on or off.
|
||||
*/
|
||||
|
||||
void CLight :: Spawn( void )
|
||||
{
|
||||
if (FStringNull(pev->targetname))
|
||||
{ // inert light
|
||||
REMOVE_ENTITY(ENT(pev));
|
||||
return;
|
||||
}
|
||||
|
||||
if (m_iStyle >= 32)
|
||||
{
|
||||
// CHANGE_METHOD(ENT(pev), em_use, light_use);
|
||||
if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF))
|
||||
LIGHT_STYLE(m_iStyle, "a");
|
||||
else if (m_iszPattern)
|
||||
LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern ));
|
||||
else
|
||||
LIGHT_STYLE(m_iStyle, "m");
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CLight :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if (m_iStyle >= 32)
|
||||
{
|
||||
if ( !ShouldToggle( useType, !FBitSet(pev->spawnflags, SF_LIGHT_START_OFF) ) )
|
||||
return;
|
||||
|
||||
if (FBitSet(pev->spawnflags, SF_LIGHT_START_OFF))
|
||||
{
|
||||
if (m_iszPattern)
|
||||
LIGHT_STYLE(m_iStyle, (char *)STRING( m_iszPattern ));
|
||||
else
|
||||
LIGHT_STYLE(m_iStyle, "m");
|
||||
ClearBits(pev->spawnflags, SF_LIGHT_START_OFF);
|
||||
}
|
||||
else
|
||||
{
|
||||
LIGHT_STYLE(m_iStyle, "a");
|
||||
SetBits(pev->spawnflags, SF_LIGHT_START_OFF);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// shut up spawn functions for new spotlights
|
||||
//
|
||||
LINK_ENTITY_TO_CLASS( light_spot, CLight );
|
||||
|
||||
|
||||
class CEnvLight : public CLight
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData* pkvd );
|
||||
void Spawn( void );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( light_environment, CEnvLight );
|
||||
|
||||
void CEnvLight::KeyValue( KeyValueData* pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "_light"))
|
||||
{
|
||||
int r, g, b, v, j;
|
||||
char szColor[64];
|
||||
j = sscanf( pkvd->szValue, "%d %d %d %d\n", &r, &g, &b, &v );
|
||||
if (j == 1)
|
||||
{
|
||||
g = b = r;
|
||||
}
|
||||
else if (j == 4)
|
||||
{
|
||||
r = r * (v / 255);
|
||||
g = g * (v / 255);
|
||||
b = b * (v / 255);
|
||||
}
|
||||
|
||||
// simulate qrad direct, ambient,and gamma adjustments, as well as engine scaling
|
||||
r = static_cast<int>(powf( r / 114.0f, 0.6f ) * 264);
|
||||
g = static_cast<int>(powf( g / 114.0f, 0.6f ) * 264);
|
||||
b = static_cast<int>(powf( b / 114.0f, 0.6f ) * 264);
|
||||
|
||||
pkvd->fHandled = TRUE;
|
||||
sprintf( szColor, "%d", r );
|
||||
CVAR_SET_STRING( "sv_skycolor_r", szColor );
|
||||
sprintf( szColor, "%d", g );
|
||||
CVAR_SET_STRING( "sv_skycolor_g", szColor );
|
||||
sprintf( szColor, "%d", b );
|
||||
CVAR_SET_STRING( "sv_skycolor_b", szColor );
|
||||
}
|
||||
else
|
||||
{
|
||||
CLight::KeyValue( pkvd );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CEnvLight :: Spawn( void )
|
||||
{
|
||||
char szVector[64];
|
||||
UTIL_MakeAimVectors( pev->angles );
|
||||
|
||||
sprintf( szVector, "%f", gpGlobals->v_forward.x );
|
||||
CVAR_SET_STRING( "sv_skyvec_x", szVector );
|
||||
sprintf( szVector, "%f", gpGlobals->v_forward.y );
|
||||
CVAR_SET_STRING( "sv_skyvec_y", szVector );
|
||||
sprintf( szVector, "%f", gpGlobals->v_forward.z );
|
||||
CVAR_SET_STRING( "sv_skyvec_z", szVector );
|
||||
|
||||
CLight::Spawn( );
|
||||
}
|
||||
918
hlsdk/dmc/dlls/maprules.cpp
Normal file
918
hlsdk/dmc/dlls/maprules.cpp
Normal file
@@ -0,0 +1,918 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
// -------------------------------------------
|
||||
//
|
||||
// maprules.cpp
|
||||
//
|
||||
// This module contains entities for implementing/changing game
|
||||
// rules dynamically within each map (.BSP)
|
||||
//
|
||||
// -------------------------------------------
|
||||
|
||||
#include "extdll.h"
|
||||
#include "eiface.h"
|
||||
#include "util.h"
|
||||
#include "gamerules.h"
|
||||
#include "maprules.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
|
||||
class CRuleEntity : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
void SetMaster( int iszMaster ) { m_iszMaster = iszMaster; }
|
||||
|
||||
protected:
|
||||
BOOL CanFireForActivator( CBaseEntity *pActivator );
|
||||
|
||||
private:
|
||||
string_t m_iszMaster;
|
||||
};
|
||||
|
||||
TYPEDESCRIPTION CRuleEntity::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CRuleEntity, m_iszMaster, FIELD_STRING),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CRuleEntity, CBaseEntity );
|
||||
|
||||
|
||||
void CRuleEntity::Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->movetype = MOVETYPE_NONE;
|
||||
pev->effects = EF_NODRAW;
|
||||
}
|
||||
|
||||
|
||||
void CRuleEntity::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "master"))
|
||||
{
|
||||
SetMaster( ALLOC_STRING(pkvd->szValue) );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
BOOL CRuleEntity::CanFireForActivator( CBaseEntity *pActivator )
|
||||
{
|
||||
if ( m_iszMaster )
|
||||
{
|
||||
if ( UTIL_IsMasterTriggered( m_iszMaster, pActivator ) )
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//
|
||||
// CRulePointEntity -- base class for all rule "point" entities (not brushes)
|
||||
//
|
||||
class CRulePointEntity : public CRuleEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
};
|
||||
|
||||
void CRulePointEntity::Spawn( void )
|
||||
{
|
||||
CRuleEntity::Spawn();
|
||||
pev->frame = 0;
|
||||
pev->model = 0;
|
||||
}
|
||||
|
||||
//
|
||||
// CRuleBrushEntity -- base class for all rule "brush" entities (not brushes)
|
||||
// Default behavior is to set up like a trigger, invisible, but keep the model for volume testing
|
||||
//
|
||||
class CRuleBrushEntity : public CRuleEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
void CRuleBrushEntity::Spawn( void )
|
||||
{
|
||||
SET_MODEL( edict(), STRING(pev->model) );
|
||||
CRuleEntity::Spawn();
|
||||
}
|
||||
|
||||
|
||||
// CGameScore / game_score -- award points to player / team
|
||||
// Points +/- total
|
||||
// Flag: Allow negative scores SF_SCORE_NEGATIVE
|
||||
// Flag: Award points to team in teamplay SF_SCORE_TEAM
|
||||
|
||||
#define SF_SCORE_NEGATIVE 0x0001
|
||||
#define SF_SCORE_TEAM 0x0002
|
||||
|
||||
class CGameScore : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
inline int Points( void ) { return static_cast<int>(pev->frags); }
|
||||
inline BOOL AllowNegativeScore( void ) { return pev->spawnflags & SF_SCORE_NEGATIVE; }
|
||||
inline BOOL AwardToTeam( void ) { return pev->spawnflags & SF_SCORE_TEAM; }
|
||||
|
||||
inline void SetPoints( int points ) { pev->frags = points; }
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_score, CGameScore );
|
||||
|
||||
|
||||
void CGameScore::Spawn( void )
|
||||
{
|
||||
CRulePointEntity::Spawn();
|
||||
}
|
||||
|
||||
|
||||
void CGameScore::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "points"))
|
||||
{
|
||||
SetPoints( atoi(pkvd->szValue) );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CRulePointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CGameScore::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
// Only players can use this
|
||||
if ( pActivator->IsPlayer() )
|
||||
{
|
||||
if ( AwardToTeam() )
|
||||
{
|
||||
pActivator->AddPointsToTeam( Points(), AllowNegativeScore() );
|
||||
}
|
||||
else
|
||||
{
|
||||
pActivator->AddPoints( Points(), AllowNegativeScore() );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
// CGameEnd / game_end -- Ends the game in MP
|
||||
|
||||
class CGameEnd : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
private:
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_end, CGameEnd );
|
||||
|
||||
|
||||
void CGameEnd::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
g_pGameRules->EndMultiplayerGame();
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGameText / game_text -- NON-Localized HUD Message (use env_message to display a titles.txt message)
|
||||
// Flag: All players SF_ENVTEXT_ALLPLAYERS
|
||||
//
|
||||
|
||||
|
||||
#define SF_ENVTEXT_ALLPLAYERS 0x0001
|
||||
|
||||
|
||||
class CGameText : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
inline BOOL MessageToAll( void ) { return (pev->spawnflags & SF_ENVTEXT_ALLPLAYERS); }
|
||||
inline void MessageSet( const char *pMessage ) { pev->message = ALLOC_STRING(pMessage); }
|
||||
inline const char *MessageGet( void ) { return STRING(pev->message); }
|
||||
|
||||
private:
|
||||
|
||||
hudtextparms_t m_textParms;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_text, CGameText );
|
||||
|
||||
// Save parms as a block. Will break save/restore if the structure changes, but this entity didn't ship with Half-Life, so
|
||||
// it can't impact saved Half-Life games.
|
||||
TYPEDESCRIPTION CGameText::m_SaveData[] =
|
||||
{
|
||||
DEFINE_ARRAY( CGameText, m_textParms, FIELD_CHARACTER, sizeof(hudtextparms_t) ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CGameText, CRulePointEntity );
|
||||
|
||||
|
||||
void CGameText::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "channel"))
|
||||
{
|
||||
m_textParms.channel = atoi( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "x"))
|
||||
{
|
||||
m_textParms.x = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "y"))
|
||||
{
|
||||
m_textParms.y = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "effect"))
|
||||
{
|
||||
m_textParms.effect = atoi( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "color"))
|
||||
{
|
||||
int color[4];
|
||||
UTIL_StringToIntArray( color, 4, pkvd->szValue );
|
||||
m_textParms.r1 = color[0];
|
||||
m_textParms.g1 = color[1];
|
||||
m_textParms.b1 = color[2];
|
||||
m_textParms.a1 = color[3];
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "color2"))
|
||||
{
|
||||
int color[4];
|
||||
UTIL_StringToIntArray( color, 4, pkvd->szValue );
|
||||
m_textParms.r2 = color[0];
|
||||
m_textParms.g2 = color[1];
|
||||
m_textParms.b2 = color[2];
|
||||
m_textParms.a2 = color[3];
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "fadein"))
|
||||
{
|
||||
m_textParms.fadeinTime = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "fadeout"))
|
||||
{
|
||||
m_textParms.fadeoutTime = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "holdtime"))
|
||||
{
|
||||
m_textParms.holdTime = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "fxtime"))
|
||||
{
|
||||
m_textParms.fxTime = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CRulePointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
void CGameText::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
if ( MessageToAll() )
|
||||
{
|
||||
UTIL_HudMessageAll( m_textParms, MessageGet() );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pActivator->IsNetClient() )
|
||||
{
|
||||
UTIL_HudMessage( pActivator, m_textParms, MessageGet() );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGameTeamMaster / game_team_master -- "Masters" like multisource, but based on the team of the activator
|
||||
// Only allows mastered entity to fire if the team matches my team
|
||||
//
|
||||
// team index (pulled from server team list "mp_teamlist"
|
||||
// Flag: Remove on Fire
|
||||
// Flag: Any team until set? -- Any team can use this until the team is set (otherwise no teams can use it)
|
||||
//
|
||||
|
||||
#define SF_TEAMMASTER_FIREONCE 0x0001
|
||||
#define SF_TEAMMASTER_ANYTEAM 0x0002
|
||||
|
||||
class CGameTeamMaster : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
int ObjectCaps( void ) { return CRulePointEntity:: ObjectCaps() | FCAP_MASTER; }
|
||||
|
||||
BOOL IsTriggered( CBaseEntity *pActivator );
|
||||
const char *TeamID( void );
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMMASTER_FIREONCE) ? TRUE : FALSE; }
|
||||
inline BOOL AnyTeam( void ) { return (pev->spawnflags & SF_TEAMMASTER_ANYTEAM) ? TRUE : FALSE; }
|
||||
|
||||
private:
|
||||
BOOL TeamMatch( CBaseEntity *pActivator );
|
||||
|
||||
int m_teamIndex;
|
||||
USE_TYPE triggerType;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_team_master, CGameTeamMaster );
|
||||
|
||||
void CGameTeamMaster::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "teamindex"))
|
||||
{
|
||||
m_teamIndex = atoi( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "triggerstate"))
|
||||
{
|
||||
int type = atoi( pkvd->szValue );
|
||||
switch( type )
|
||||
{
|
||||
case 0:
|
||||
triggerType = USE_OFF;
|
||||
break;
|
||||
case 2:
|
||||
triggerType = USE_TOGGLE;
|
||||
break;
|
||||
default:
|
||||
triggerType = USE_ON;
|
||||
break;
|
||||
}
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CRulePointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
void CGameTeamMaster::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
if ( useType == USE_SET )
|
||||
{
|
||||
if ( value < 0 )
|
||||
{
|
||||
m_teamIndex = -1;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_teamIndex = g_pGameRules->GetTeamIndex( pActivator->TeamID() );
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if ( TeamMatch( pActivator ) )
|
||||
{
|
||||
SUB_UseTargets( pActivator, triggerType, value );
|
||||
if ( RemoveOnFire() )
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
BOOL CGameTeamMaster::IsTriggered( CBaseEntity *pActivator )
|
||||
{
|
||||
return TeamMatch( pActivator );
|
||||
}
|
||||
|
||||
|
||||
const char *CGameTeamMaster::TeamID( void )
|
||||
{
|
||||
if ( m_teamIndex < 0 ) // Currently set to "no team"
|
||||
return "";
|
||||
|
||||
return g_pGameRules->GetIndexedTeamName( m_teamIndex ); // UNDONE: Fill this in with the team from the "teamlist"
|
||||
}
|
||||
|
||||
|
||||
BOOL CGameTeamMaster::TeamMatch( CBaseEntity *pActivator )
|
||||
{
|
||||
if ( m_teamIndex < 0 && AnyTeam() )
|
||||
return TRUE;
|
||||
|
||||
if ( !pActivator )
|
||||
return FALSE;
|
||||
|
||||
return UTIL_TeamsMatch( pActivator->TeamID(), TeamID() );
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGameTeamSet / game_team_set -- Changes the team of the entity it targets to the activator's team
|
||||
// Flag: Fire once
|
||||
// Flag: Clear team -- Sets the team to "NONE" instead of activator
|
||||
|
||||
#define SF_TEAMSET_FIREONCE 0x0001
|
||||
#define SF_TEAMSET_CLEARTEAM 0x0002
|
||||
|
||||
class CGameTeamSet : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_TEAMSET_FIREONCE) ? TRUE : FALSE; }
|
||||
inline BOOL ShouldClearTeam( void ) { return (pev->spawnflags & SF_TEAMSET_CLEARTEAM) ? TRUE : FALSE; }
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_team_set, CGameTeamSet );
|
||||
|
||||
|
||||
void CGameTeamSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
if ( ShouldClearTeam() )
|
||||
{
|
||||
SUB_UseTargets( pActivator, USE_SET, -1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
SUB_UseTargets( pActivator, USE_SET, 0 );
|
||||
}
|
||||
|
||||
if ( RemoveOnFire() )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGamePlayerZone / game_player_zone -- players in the zone fire my target when I'm fired
|
||||
//
|
||||
// Needs master?
|
||||
class CGamePlayerZone : public CRuleBrushEntity
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
private:
|
||||
string_t m_iszInTarget;
|
||||
string_t m_iszOutTarget;
|
||||
string_t m_iszInCount;
|
||||
string_t m_iszOutCount;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_zone_player, CGamePlayerZone );
|
||||
TYPEDESCRIPTION CGamePlayerZone::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CGamePlayerZone, m_iszInTarget, FIELD_STRING ),
|
||||
DEFINE_FIELD( CGamePlayerZone, m_iszOutTarget, FIELD_STRING ),
|
||||
DEFINE_FIELD( CGamePlayerZone, m_iszInCount, FIELD_STRING ),
|
||||
DEFINE_FIELD( CGamePlayerZone, m_iszOutCount, FIELD_STRING ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CGamePlayerZone, CRuleBrushEntity );
|
||||
|
||||
void CGamePlayerZone::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "intarget"))
|
||||
{
|
||||
m_iszInTarget = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "outtarget"))
|
||||
{
|
||||
m_iszOutTarget = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "incount"))
|
||||
{
|
||||
m_iszInCount = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "outcount"))
|
||||
{
|
||||
m_iszOutCount = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CRuleBrushEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
void CGamePlayerZone::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
int playersInCount = 0;
|
||||
int playersOutCount = 0;
|
||||
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
CBaseEntity *pPlayer = NULL;
|
||||
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
pPlayer = UTIL_PlayerByIndex( i );
|
||||
if ( pPlayer )
|
||||
{
|
||||
TraceResult trace;
|
||||
int hullNumber;
|
||||
|
||||
hullNumber = human_hull;
|
||||
if ( pPlayer->pev->flags & FL_DUCKING )
|
||||
{
|
||||
hullNumber = head_hull;
|
||||
}
|
||||
|
||||
UTIL_TraceModel( pPlayer->pev->origin, pPlayer->pev->origin, hullNumber, edict(), &trace );
|
||||
|
||||
if ( trace.fStartSolid )
|
||||
{
|
||||
playersInCount++;
|
||||
if ( m_iszInTarget )
|
||||
{
|
||||
FireTargets( STRING(m_iszInTarget), pPlayer, pActivator, useType, value );
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
playersOutCount++;
|
||||
if ( m_iszOutTarget )
|
||||
{
|
||||
FireTargets( STRING(m_iszOutTarget), pPlayer, pActivator, useType, value );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if ( m_iszInCount )
|
||||
{
|
||||
FireTargets( STRING(m_iszInCount), pActivator, this, USE_SET, playersInCount );
|
||||
}
|
||||
|
||||
if ( m_iszOutCount )
|
||||
{
|
||||
FireTargets( STRING(m_iszOutCount), pActivator, this, USE_SET, playersOutCount );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// CGamePlayerHurt / game_player_hurt -- Damages the player who fires it
|
||||
// Flag: Fire once
|
||||
|
||||
#define SF_PKILL_FIREONCE 0x0001
|
||||
class CGamePlayerHurt : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PKILL_FIREONCE) ? TRUE : FALSE; }
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_player_hurt, CGamePlayerHurt );
|
||||
|
||||
|
||||
void CGamePlayerHurt::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
if ( pActivator->IsPlayer() )
|
||||
{
|
||||
if ( pev->dmg < 0 )
|
||||
pActivator->TakeHealth( -pev->dmg, DMG_GENERIC );
|
||||
else
|
||||
pActivator->TakeDamage( pev, pev, pev->dmg, DMG_GENERIC );
|
||||
}
|
||||
|
||||
SUB_UseTargets( pActivator, useType, value );
|
||||
|
||||
if ( RemoveOnFire() )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// CGameCounter / game_counter -- Counts events and fires target
|
||||
// Flag: Fire once
|
||||
// Flag: Reset on Fire
|
||||
|
||||
#define SF_GAMECOUNT_FIREONCE 0x0001
|
||||
#define SF_GAMECOUNT_RESET 0x0002
|
||||
|
||||
class CGameCounter : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_FIREONCE) ? TRUE : FALSE; }
|
||||
inline BOOL ResetOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNT_RESET) ? TRUE : FALSE; }
|
||||
|
||||
inline void CountUp( void ) { pev->frags++; }
|
||||
inline void CountDown( void ) { pev->frags--; }
|
||||
inline void ResetCount( void ) { pev->frags = pev->dmg; }
|
||||
inline int CountValue( void ) { return static_cast<int>(pev->frags); }
|
||||
inline int LimitValue( void ) { return static_cast<int>(pev->health); }
|
||||
|
||||
inline BOOL HitLimit( void ) { return CountValue() == LimitValue(); }
|
||||
|
||||
private:
|
||||
|
||||
inline void SetCountValue( int value ) { pev->frags = value; }
|
||||
inline void SetInitialValue( int value ) { pev->dmg = value; }
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_counter, CGameCounter );
|
||||
|
||||
void CGameCounter::Spawn( void )
|
||||
{
|
||||
// Save off the initial count
|
||||
SetInitialValue( CountValue() );
|
||||
CRulePointEntity::Spawn();
|
||||
}
|
||||
|
||||
|
||||
void CGameCounter::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
switch( useType )
|
||||
{
|
||||
case USE_ON:
|
||||
case USE_TOGGLE:
|
||||
CountUp();
|
||||
break;
|
||||
|
||||
case USE_OFF:
|
||||
CountDown();
|
||||
break;
|
||||
|
||||
case USE_SET:
|
||||
SetCountValue( (int)value );
|
||||
break;
|
||||
}
|
||||
|
||||
if ( HitLimit() )
|
||||
{
|
||||
SUB_UseTargets( pActivator, USE_TOGGLE, 0 );
|
||||
if ( RemoveOnFire() )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
||||
if ( ResetOnFire() )
|
||||
{
|
||||
ResetCount();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
//
|
||||
// CGameCounterSet / game_counter_set -- Sets the counter's value
|
||||
// Flag: Fire once
|
||||
|
||||
#define SF_GAMECOUNTSET_FIREONCE 0x0001
|
||||
|
||||
class CGameCounterSet : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_GAMECOUNTSET_FIREONCE) ? TRUE : FALSE; }
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_counter_set, CGameCounterSet );
|
||||
|
||||
|
||||
void CGameCounterSet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
SUB_UseTargets( pActivator, USE_SET, pev->frags );
|
||||
|
||||
if ( RemoveOnFire() )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGamePlayerEquip / game_playerequip -- Sets the default player equipment
|
||||
// Flag: USE Only
|
||||
|
||||
#define SF_PLAYEREQUIP_USEONLY 0x0001
|
||||
#define MAX_EQUIP 32
|
||||
|
||||
class CGamePlayerEquip : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void Touch( CBaseEntity *pOther );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
inline BOOL UseOnly( void ) { return (pev->spawnflags & SF_PLAYEREQUIP_USEONLY) ? TRUE : FALSE; }
|
||||
|
||||
private:
|
||||
|
||||
void EquipPlayer( CBaseEntity *pPlayer );
|
||||
|
||||
string_t m_weaponNames[MAX_EQUIP];
|
||||
int m_weaponCount[MAX_EQUIP];
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_player_equip, CGamePlayerEquip );
|
||||
|
||||
|
||||
void CGamePlayerEquip::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
CRulePointEntity::KeyValue( pkvd );
|
||||
|
||||
if ( !pkvd->fHandled )
|
||||
{
|
||||
for ( int i = 0; i < MAX_EQUIP; i++ )
|
||||
{
|
||||
if ( !m_weaponNames[i] )
|
||||
{
|
||||
char tmp[128];
|
||||
|
||||
UTIL_StripToken( pkvd->szKeyName, tmp );
|
||||
|
||||
m_weaponNames[i] = ALLOC_STRING(tmp);
|
||||
m_weaponCount[i] = atoi(pkvd->szValue);
|
||||
m_weaponCount[i] = max(1,m_weaponCount[i]);
|
||||
pkvd->fHandled = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CGamePlayerEquip::Touch( CBaseEntity *pOther )
|
||||
{
|
||||
if ( !CanFireForActivator( pOther ) )
|
||||
return;
|
||||
|
||||
if ( UseOnly() )
|
||||
return;
|
||||
|
||||
EquipPlayer( pOther );
|
||||
}
|
||||
|
||||
void CGamePlayerEquip::EquipPlayer( CBaseEntity *pEntity )
|
||||
{
|
||||
CBasePlayer *pPlayer = NULL;
|
||||
|
||||
if ( pEntity->IsPlayer() )
|
||||
{
|
||||
pPlayer = (CBasePlayer *)pEntity;
|
||||
}
|
||||
|
||||
if ( !pPlayer )
|
||||
return;
|
||||
|
||||
for ( int i = 0; i < MAX_EQUIP; i++ )
|
||||
{
|
||||
if ( !m_weaponNames[i] )
|
||||
break;
|
||||
for ( int j = 0; j < m_weaponCount[i]; j++ )
|
||||
{
|
||||
pPlayer->GiveNamedItem( STRING(m_weaponNames[i]) );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CGamePlayerEquip::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
EquipPlayer( pActivator );
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// CGamePlayerTeam / game_player_team -- Changes the team of the player who fired it
|
||||
// Flag: Fire once
|
||||
// Flag: Kill Player
|
||||
// Flag: Gib Player
|
||||
|
||||
#define SF_PTEAM_FIREONCE 0x0001
|
||||
#define SF_PTEAM_KILL 0x0002
|
||||
#define SF_PTEAM_GIB 0x0004
|
||||
|
||||
class CGamePlayerTeam : public CRulePointEntity
|
||||
{
|
||||
public:
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
private:
|
||||
|
||||
inline BOOL RemoveOnFire( void ) { return (pev->spawnflags & SF_PTEAM_FIREONCE) ? TRUE : FALSE; }
|
||||
inline BOOL ShouldKillPlayer( void ) { return (pev->spawnflags & SF_PTEAM_KILL) ? TRUE : FALSE; }
|
||||
inline BOOL ShouldGibPlayer( void ) { return (pev->spawnflags & SF_PTEAM_GIB) ? TRUE : FALSE; }
|
||||
|
||||
const char *TargetTeamName( const char *pszTargetName );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( game_player_team, CGamePlayerTeam );
|
||||
|
||||
|
||||
const char *CGamePlayerTeam::TargetTeamName( const char *pszTargetName )
|
||||
{
|
||||
CBaseEntity *pTeamEntity = NULL;
|
||||
|
||||
while ((pTeamEntity = UTIL_FindEntityByTargetname( pTeamEntity, pszTargetName )) != NULL)
|
||||
{
|
||||
if ( FClassnameIs( pTeamEntity->pev, "game_team_master" ) )
|
||||
return pTeamEntity->TeamID();
|
||||
}
|
||||
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
void CGamePlayerTeam::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
if ( !CanFireForActivator( pActivator ) )
|
||||
return;
|
||||
|
||||
if ( pActivator->IsPlayer() )
|
||||
{
|
||||
const char *pszTargetTeam = TargetTeamName( STRING(pev->target) );
|
||||
if ( pszTargetTeam )
|
||||
{
|
||||
CBasePlayer *pPlayer = (CBasePlayer *)pActivator;
|
||||
g_pGameRules->ChangePlayerTeam( pPlayer, pszTargetTeam, ShouldKillPlayer(), ShouldGibPlayer() );
|
||||
}
|
||||
}
|
||||
|
||||
if ( RemoveOnFire() )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
22
hlsdk/dmc/dlls/maprules.h
Normal file
22
hlsdk/dmc/dlls/maprules.h
Normal file
@@ -0,0 +1,22 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002 Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
|
||||
#ifndef MAPRULES_H
|
||||
#define MAPRULES_H
|
||||
|
||||
|
||||
|
||||
#endif // MAPRULES_H
|
||||
|
||||
34
hlsdk/dmc/dlls/monsterevent.h
Normal file
34
hlsdk/dmc/dlls/monsterevent.h
Normal file
@@ -0,0 +1,34 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef MONSTEREVENT_H
|
||||
#define MONSTEREVENT_H
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int event;
|
||||
char *options;
|
||||
} MonsterEvent_t;
|
||||
|
||||
#define EVENT_SPECIFIC 0
|
||||
#define EVENT_SCRIPTED 1000
|
||||
#define EVENT_SHARED 2000
|
||||
#define EVENT_CLIENT 5000
|
||||
|
||||
#define MONSTER_EVENT_BODYDROP_LIGHT 2001
|
||||
#define MONSTER_EVENT_BODYDROP_HEAVY 2002
|
||||
|
||||
#define MONSTER_EVENT_SWISHSOUND 2010
|
||||
|
||||
#endif // MONSTEREVENT_H
|
||||
134
hlsdk/dmc/dlls/monsters.cpp
Normal file
134
hlsdk/dmc/dlls/monsters.cpp
Normal file
@@ -0,0 +1,134 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== monsters.cpp ========================================================
|
||||
|
||||
Monster-related utility code
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "nodes.h"
|
||||
#include "monsters.h"
|
||||
|
||||
CBaseEntity* CBaseMonster :: CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
|
||||
void CBaseMonster :: Eat ( float flFullDuration ) { }
|
||||
BOOL CBaseMonster :: FShouldEat ( void ) { return TRUE; }
|
||||
void CBaseMonster :: BarnacleVictimBitten ( entvars_t *pevBarnacle ) { }
|
||||
void CBaseMonster :: BarnacleVictimReleased ( void ) { }
|
||||
void CBaseMonster :: Listen ( void ) { }
|
||||
float CBaseMonster :: FLSoundVolume ( CSound *pSound ) { return 0.0; }
|
||||
BOOL CBaseMonster :: FValidateHintType ( short sHint ) { return FALSE; }
|
||||
void CBaseMonster :: Look ( int iDistance ) { }
|
||||
int CBaseMonster :: ISoundMask ( void ) { return 0; }
|
||||
CSound* CBaseMonster :: PBestSound ( void ) { return NULL; }
|
||||
CSound* CBaseMonster :: PBestScent ( void ) { return NULL; }
|
||||
void CBaseMonster :: MonsterThink ( void ) { }
|
||||
void CBaseMonster :: MonsterUse ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
|
||||
int CBaseMonster :: IgnoreConditions ( void ) { return 0; }
|
||||
void CBaseMonster :: RouteClear ( void ) { }
|
||||
void CBaseMonster :: RouteNew ( void ) { }
|
||||
BOOL CBaseMonster :: FRouteClear ( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FRefreshRoute ( void ) { return 0; }
|
||||
BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
|
||||
BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
|
||||
int ShouldSimplify( int routeType ) { return TRUE; }
|
||||
void CBaseMonster :: RouteSimplify( CBaseEntity *pTargetEnt ) { }
|
||||
BOOL CBaseMonster :: FBecomeProne ( void ) { return TRUE; }
|
||||
BOOL CBaseMonster :: CheckRangeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckRangeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckMeleeAttack1 ( float flDot, float flDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: CheckMeleeAttack2 ( float flDot, float flDist ) { return FALSE; }
|
||||
void CBaseMonster :: CheckAttacks ( CBaseEntity *pTarget, float flDist ) { }
|
||||
BOOL CBaseMonster :: FCanCheckAttacks ( void ) { return FALSE; }
|
||||
int CBaseMonster :: CheckEnemy ( CBaseEntity *pEnemy ) { return 0; }
|
||||
void CBaseMonster :: PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
|
||||
BOOL CBaseMonster :: PopEnemy( ) { return FALSE; }
|
||||
void CBaseMonster :: SetActivity ( Activity NewActivity ) { }
|
||||
void CBaseMonster :: SetSequenceByName ( char *szSequence ) { }
|
||||
int CBaseMonster :: CheckLocalMove ( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
|
||||
float CBaseMonster :: OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
|
||||
void CBaseMonster :: AdvanceRoute ( float distance ) { }
|
||||
int CBaseMonster :: RouteClassify( int iMoveFlag ) { return 0; }
|
||||
BOOL CBaseMonster :: BuildRoute ( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
|
||||
void CBaseMonster :: InsertWaypoint ( Vector vecLocation, int afMoveFlags ) { }
|
||||
BOOL CBaseMonster :: FTriangulate ( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
|
||||
void CBaseMonster :: Move ( float flInterval ) { }
|
||||
BOOL CBaseMonster:: ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
|
||||
void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
|
||||
void CBaseMonster :: MonsterInit ( void ) { }
|
||||
void CBaseMonster :: MonsterInitThink ( void ) { }
|
||||
void CBaseMonster :: StartMonster ( void ) { }
|
||||
void CBaseMonster :: MovementComplete( void ) { }
|
||||
int CBaseMonster::TaskIsRunning( void ) { return 0; }
|
||||
int CBaseMonster::IRelationship ( CBaseEntity *pTarget ) { return 0; }
|
||||
BOOL CBaseMonster :: FindCover ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
||||
BOOL CBaseMonster :: BuildNearestRoute ( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
|
||||
CBaseEntity *CBaseMonster :: BestVisibleEnemy ( void ) { return NULL; }
|
||||
BOOL CBaseMonster :: FInViewCone ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FInViewCone ( Vector *pOrigin ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( CBaseEntity *pEntity ) { return FALSE; }
|
||||
BOOL CBaseEntity :: FVisible ( const Vector &vecOrigin ) { return FALSE; }
|
||||
void CBaseMonster :: MakeIdealYaw( Vector vecTarget ) { }
|
||||
float CBaseMonster::FlYawDiff ( void ) { return 0.0; }
|
||||
float CBaseMonster::ChangeYaw ( int yawSpeed ) { return 0; }
|
||||
float CBaseMonster::VecToYaw ( Vector vecDir ) { return 0.0; }
|
||||
void CBaseMonster :: SetEyePosition ( void ) { }
|
||||
void CBaseMonster :: HandleAnimEvent( MonsterEvent_t *pEvent ) { }
|
||||
Vector CBaseMonster :: GetGunPosition( void ) { return g_vecZero; }
|
||||
void CBaseEntity::TraceAttack(entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
void CBaseEntity::FireBullets(ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
|
||||
BOOL CBaseMonster :: FGetNodeRoute ( Vector vecDest ) { return TRUE; }
|
||||
int CBaseMonster :: FindHintNode ( void ) { return NO_NODE; }
|
||||
void CBaseMonster::ReportAIState( void ) { }
|
||||
void CBaseMonster :: KeyValue( KeyValueData *pkvd ) { }
|
||||
BOOL CBaseMonster :: FCheckAITrigger ( void ) { return FALSE; }
|
||||
int CBaseMonster :: CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FindLateralCover ( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
|
||||
Vector CBaseMonster :: ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
|
||||
BOOL CBaseMonster :: FacingIdeal( void ) { return FALSE; }
|
||||
BOOL CBaseMonster :: FCanActiveIdle ( void ) { return FALSE; }
|
||||
void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
|
||||
void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
|
||||
void CBaseMonster::SentenceStop( void ) { }
|
||||
void CBaseMonster::CorpseFallThink( void ) { }
|
||||
void CBaseMonster :: MonsterInitDead( void ) { }
|
||||
BOOL CBaseMonster :: BBoxFlat ( void ) { return TRUE; }
|
||||
BOOL CBaseMonster :: GetEnemy ( void ) { return FALSE; }
|
||||
void CBaseMonster :: TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
|
||||
CBaseEntity* CBaseMonster :: DropItem ( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
|
||||
BOOL CBaseMonster :: ShouldFadeOnDeath( void ) { return FALSE; }
|
||||
void CBaseMonster::FadeMonster( void ) { }
|
||||
BOOL CBaseMonster :: HasHumanGibs( void ) { return TRUE; }
|
||||
BOOL CBaseMonster :: HasAlienGibs( void ) { return FALSE; }
|
||||
MONSTERSTATE CBaseMonster :: GetIdealState ( void ) { return MONSTERSTATE_ALERT; }
|
||||
Schedule_t* CBaseMonster :: GetScheduleOfType ( int Type ) { return NULL; }
|
||||
Schedule_t *CBaseMonster :: GetSchedule ( void ) { return NULL; }
|
||||
void CBaseMonster :: RunTask ( Task_t *pTask ) { }
|
||||
void CBaseMonster :: StartTask ( Task_t *pTask ) { }
|
||||
Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
|
||||
void CBaseMonster::BecomeDead( void ) {}
|
||||
void CBaseMonster :: RunAI ( void ) {}
|
||||
void CBaseMonster :: Killed( entvars_t *pevAttacker, int iGib ) {}
|
||||
int CBaseMonster :: TakeHealth (float flHealth, int bitsDamageType) { return 0; }
|
||||
int CBaseMonster::Restore( class CRestore & ) { return 1; }
|
||||
int CBaseMonster::Save( class CSave & ) { return 1; }
|
||||
|
||||
|
||||
183
hlsdk/dmc/dlls/monsters.h
Normal file
183
hlsdk/dmc/dlls/monsters.h
Normal file
@@ -0,0 +1,183 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
#ifndef MONSTERS_H
|
||||
#include "skill.h"
|
||||
#define MONSTERS_H
|
||||
|
||||
/*
|
||||
|
||||
===== monsters.h ========================================================
|
||||
|
||||
Header file for monster-related utility code
|
||||
|
||||
*/
|
||||
|
||||
// CHECKLOCALMOVE result types
|
||||
#define LOCALMOVE_INVALID 0 // move is not possible
|
||||
#define LOCALMOVE_INVALID_DONT_TRIANGULATE 1 // move is not possible, don't try to triangulate
|
||||
#define LOCALMOVE_VALID 2 // move is possible
|
||||
|
||||
// Hit Group standards
|
||||
#define HITGROUP_GENERIC 0
|
||||
#define HITGROUP_HEAD 1
|
||||
#define HITGROUP_CHEST 2
|
||||
#define HITGROUP_STOMACH 3
|
||||
#define HITGROUP_LEFTARM 4
|
||||
#define HITGROUP_RIGHTARM 5
|
||||
#define HITGROUP_LEFTLEG 6
|
||||
#define HITGROUP_RIGHTLEG 7
|
||||
|
||||
|
||||
// Monster Spawnflags
|
||||
#define SF_MONSTER_WAIT_TILL_SEEN 1// spawnflag that makes monsters wait until player can see them before attacking.
|
||||
#define SF_MONSTER_GAG 2 // no idle noises from this monster
|
||||
#define SF_MONSTER_HITMONSTERCLIP 4
|
||||
// 8
|
||||
#define SF_MONSTER_PRISONER 16 // monster won't attack anyone, no one will attacke him.
|
||||
// 32
|
||||
// 64
|
||||
#define SF_MONSTER_WAIT_FOR_SCRIPT 128 //spawnflag that makes monsters wait to check for attacking until the script is done or they've been attacked
|
||||
#define SF_MONSTER_PREDISASTER 256 //this is a predisaster scientist or barney. Influences how they speak.
|
||||
#define SF_MONSTER_FADECORPSE 512 // Fade out corpse after death
|
||||
#define SF_MONSTER_FALL_TO_GROUND 0x80000000
|
||||
|
||||
// specialty spawnflags
|
||||
#define SF_MONSTER_TURRET_AUTOACTIVATE 32
|
||||
#define SF_MONSTER_TURRET_STARTINACTIVE 64
|
||||
#define SF_MONSTER_WAIT_UNTIL_PROVOKED 64 // don't attack the player unless provoked
|
||||
|
||||
|
||||
|
||||
// MoveToOrigin stuff
|
||||
#define MOVE_START_TURN_DIST 64 // when this far away from moveGoal, start turning to face next goal
|
||||
#define MOVE_STUCK_DIST 32 // if a monster can't step this far, it is stuck.
|
||||
|
||||
|
||||
// MoveToOrigin stuff
|
||||
#define MOVE_NORMAL 0// normal move in the direction monster is facing
|
||||
#define MOVE_STRAFE 1// moves in direction specified, no matter which way monster is facing
|
||||
|
||||
// spawn flags 256 and above are already taken by the engine
|
||||
extern void UTIL_MoveToOrigin( edict_t* pent, const Vector &vecGoal, float flDist, int iMoveType );
|
||||
|
||||
Vector VecCheckToss ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flGravityAdj = 1.0 );
|
||||
Vector VecCheckThrow ( entvars_t *pev, const Vector &vecSpot1, Vector vecSpot2, float flSpeed, float flGravityAdj = 1.0 );
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
extern DLL_GLOBAL CONSTANT float g_flMeleeRange;
|
||||
extern DLL_GLOBAL CONSTANT float g_flMediumRange;
|
||||
extern DLL_GLOBAL CONSTANT float g_flLongRange;
|
||||
extern void EjectBrass (const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype );
|
||||
extern void ExplodeModel( const Vector &vecOrigin, float speed, int model, int count );
|
||||
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget );
|
||||
BOOL FBoxVisible ( entvars_t *pevLooker, entvars_t *pevTarget, Vector &vecTargetOrigin, float flSize = 0.0 );
|
||||
|
||||
// monster to monster relationship types
|
||||
#define R_AL -2 // (ALLY) pals. Good alternative to R_NO when applicable.
|
||||
#define R_FR -1// (FEAR)will run
|
||||
#define R_NO 0// (NO RELATIONSHIP) disregard
|
||||
#define R_DL 1// (DISLIKE) will attack
|
||||
#define R_HT 2// (HATE)will attack this character instead of any visible DISLIKEd characters
|
||||
#define R_NM 3// (NEMESIS) A monster Will ALWAYS attack its nemsis, no matter what
|
||||
|
||||
|
||||
// these bits represent the monster's memory
|
||||
#define MEMORY_CLEAR 0
|
||||
#define bits_MEMORY_PROVOKED ( 1 << 0 )// right now only used for houndeyes.
|
||||
#define bits_MEMORY_INCOVER ( 1 << 1 )// monster knows it is in a covered position.
|
||||
#define bits_MEMORY_SUSPICIOUS ( 1 << 2 )// Ally is suspicious of the player, and will move to provoked more easily
|
||||
#define bits_MEMORY_PATH_FINISHED ( 1 << 3 )// Finished monster path (just used by big momma for now)
|
||||
#define bits_MEMORY_ON_PATH ( 1 << 4 )// Moving on a path
|
||||
#define bits_MEMORY_MOVE_FAILED ( 1 << 5 )// Movement has already failed
|
||||
#define bits_MEMORY_FLINCHED ( 1 << 6 )// Has already flinched
|
||||
#define bits_MEMORY_KILLED ( 1 << 7 )// HACKHACK -- remember that I've already called my Killed()
|
||||
#define bits_MEMORY_CUSTOM4 ( 1 << 28 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM3 ( 1 << 29 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM2 ( 1 << 30 ) // Monster-specific memory
|
||||
#define bits_MEMORY_CUSTOM1 ( 1 << 31 ) // Monster-specific memory
|
||||
|
||||
// trigger conditions for scripted AI
|
||||
// these MUST match the CHOICES interface in halflife.fgd for the base monster
|
||||
enum
|
||||
{
|
||||
AITRIGGER_NONE = 0,
|
||||
AITRIGGER_SEEPLAYER_ANGRY_AT_PLAYER,
|
||||
AITRIGGER_TAKEDAMAGE,
|
||||
AITRIGGER_HALFHEALTH,
|
||||
AITRIGGER_DEATH,
|
||||
AITRIGGER_SQUADMEMBERDIE,
|
||||
AITRIGGER_SQUADLEADERDIE,
|
||||
AITRIGGER_HEARWORLD,
|
||||
AITRIGGER_HEARPLAYER,
|
||||
AITRIGGER_HEARCOMBAT,
|
||||
AITRIGGER_SEEPLAYER_UNCONDITIONAL,
|
||||
AITRIGGER_SEEPLAYER_NOT_IN_COMBAT,
|
||||
};
|
||||
/*
|
||||
0 : "No Trigger"
|
||||
1 : "See Player"
|
||||
2 : "Take Damage"
|
||||
3 : "50% Health Remaining"
|
||||
4 : "Death"
|
||||
5 : "Squad Member Dead"
|
||||
6 : "Squad Leader Dead"
|
||||
7 : "Hear World"
|
||||
8 : "Hear Player"
|
||||
9 : "Hear Combat"
|
||||
*/
|
||||
|
||||
//
|
||||
// A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
|
||||
//
|
||||
class CGib : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( const char *szGibModel );
|
||||
void EXPORT BounceGibTouch ( CBaseEntity *pOther );
|
||||
void EXPORT StickyGibTouch ( CBaseEntity *pOther );
|
||||
void EXPORT WaitTillLand( void );
|
||||
void LimitVelocity( void );
|
||||
|
||||
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
|
||||
static void SpawnHeadGib( entvars_t *pevVictim );
|
||||
static void SpawnRandomGibs( entvars_t *pevVictim, int cGibs, int human );
|
||||
static void SpawnStickyGibs( entvars_t *pevVictim, Vector vecOrigin, int cGibs );
|
||||
|
||||
int m_bloodColor;
|
||||
int m_cBloodDecals;
|
||||
int m_material;
|
||||
float m_lifeTime;
|
||||
};
|
||||
|
||||
|
||||
#define CUSTOM_SCHEDULES\
|
||||
virtual Schedule_t *ScheduleFromName( const char *pName );\
|
||||
static Schedule_t *m_scheduleList[];
|
||||
|
||||
#define DEFINE_CUSTOM_SCHEDULES(derivedClass)\
|
||||
Schedule_t *derivedClass::m_scheduleList[] =
|
||||
|
||||
#define IMPLEMENT_CUSTOM_SCHEDULES(derivedClass, baseClass)\
|
||||
Schedule_t *derivedClass::ScheduleFromName( const char *pName )\
|
||||
{\
|
||||
Schedule_t *pSchedule = ScheduleInList( pName, m_scheduleList, ARRAYSIZE(m_scheduleList) );\
|
||||
if ( !pSchedule )\
|
||||
return baseClass::ScheduleFromName(pName);\
|
||||
return pSchedule;\
|
||||
}
|
||||
|
||||
|
||||
|
||||
#endif //MONSTERS_H
|
||||
28
hlsdk/dmc/dlls/monsterstate.cpp
Normal file
28
hlsdk/dmc/dlls/monsterstate.cpp
Normal file
@@ -0,0 +1,28 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// monsterstate.cpp - base class monster functions for
|
||||
// controlling core AI.
|
||||
//=========================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "nodes.h"
|
||||
#include "monsters.h"
|
||||
#include "animation.h"
|
||||
#include "saverestore.h"
|
||||
|
||||
void CBaseMonster :: SetState ( MONSTERSTATE State ) { };
|
||||
469
hlsdk/dmc/dlls/msvc6/dmc.dsp
Normal file
469
hlsdk/dmc/dlls/msvc6/dmc.dsp
Normal file
@@ -0,0 +1,469 @@
|
||||
# Microsoft Developer Studio Project File - Name="dmc" - Package Owner=<4>
|
||||
# Microsoft Developer Studio Generated Build File, Format Version 6.00
|
||||
# ** DO NOT EDIT **
|
||||
|
||||
# TARGTYPE "Win32 (x86) Dynamic-Link Library" 0x0102
|
||||
|
||||
CFG=dmc - Win32 Release
|
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|
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1310
hlsdk/dmc/dlls/msvc7/dmc.vcproj
Normal file
1310
hlsdk/dmc/dlls/msvc7/dmc.vcproj
Normal file
File diff suppressed because it is too large
Load Diff
1656
hlsdk/dmc/dlls/msvc8/dmc.vcproj
Normal file
1656
hlsdk/dmc/dlls/msvc8/dmc.vcproj
Normal file
File diff suppressed because it is too large
Load Diff
1614
hlsdk/dmc/dlls/multiplay_gamerules.cpp
Normal file
1614
hlsdk/dmc/dlls/multiplay_gamerules.cpp
Normal file
File diff suppressed because it is too large
Load Diff
3648
hlsdk/dmc/dlls/nodes.cpp
Normal file
3648
hlsdk/dmc/dlls/nodes.cpp
Normal file
File diff suppressed because it is too large
Load Diff
374
hlsdk/dmc/dlls/nodes.h
Normal file
374
hlsdk/dmc/dlls/nodes.h
Normal file
@@ -0,0 +1,374 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// nodes.h
|
||||
//=========================================================
|
||||
|
||||
//=========================================================
|
||||
// DEFINE
|
||||
//=========================================================
|
||||
#define MAX_STACK_NODES 100
|
||||
#define NO_NODE -1
|
||||
#define MAX_NODE_HULLS 4
|
||||
|
||||
#define bits_NODE_LAND ( 1 << 0 ) // Land node, so nudge if necessary.
|
||||
#define bits_NODE_AIR ( 1 << 1 ) // Air node, don't nudge.
|
||||
#define bits_NODE_WATER ( 1 << 2 ) // Water node, don't nudge.
|
||||
#define bits_NODE_GROUP_REALM (bits_NODE_LAND | bits_NODE_AIR | bits_NODE_WATER)
|
||||
|
||||
//=========================================================
|
||||
// Instance of a node.
|
||||
//=========================================================
|
||||
class CNode
|
||||
{
|
||||
public:
|
||||
Vector m_vecOrigin;// location of this node in space
|
||||
Vector m_vecOriginPeek; // location of this node (LAND nodes are NODE_HEIGHT higher).
|
||||
BYTE m_Region[3]; // Which of 256 regions do each of the coordinate belong?
|
||||
int m_afNodeInfo;// bits that tell us more about this location
|
||||
|
||||
int m_cNumLinks; // how many links this node has
|
||||
int m_iFirstLink;// index of this node's first link in the link pool.
|
||||
|
||||
// Where to start looking in the compressed routing table (offset into m_pRouteInfo).
|
||||
// (4 hull sizes -- smallest to largest + fly/swim), and secondly, door capability.
|
||||
//
|
||||
int m_pNextBestNode[MAX_NODE_HULLS][2];
|
||||
|
||||
// Used in finding the shortest path. m_fClosestSoFar is -1 if not visited.
|
||||
// Then it is the distance to the source. If another path uses this node
|
||||
// and has a closer distance, then m_iPreviousNode is also updated.
|
||||
//
|
||||
float m_flClosestSoFar; // Used in finding the shortest path.
|
||||
int m_iPreviousNode;
|
||||
|
||||
short m_sHintType;// there is something interesting in the world at this node's position
|
||||
short m_sHintActivity;// there is something interesting in the world at this node's position
|
||||
float m_flHintYaw;// monster on this node should face this yaw to face the hint.
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CLink - A link between 2 nodes
|
||||
//=========================================================
|
||||
#define bits_LINK_SMALL_HULL ( 1 << 0 )// headcrab box can fit through this connection
|
||||
#define bits_LINK_HUMAN_HULL ( 1 << 1 )// player box can fit through this connection
|
||||
#define bits_LINK_LARGE_HULL ( 1 << 2 )// big box can fit through this connection
|
||||
#define bits_LINK_FLY_HULL ( 1 << 3 )// a flying big box can fit through this connection
|
||||
#define bits_LINK_DISABLED ( 1 << 4 )// link is not valid when the set
|
||||
|
||||
#define NODE_SMALL_HULL 0
|
||||
#define NODE_HUMAN_HULL 1
|
||||
#define NODE_LARGE_HULL 2
|
||||
#define NODE_FLY_HULL 3
|
||||
|
||||
class CLink
|
||||
{
|
||||
public:
|
||||
int m_iSrcNode;// the node that 'owns' this link ( keeps us from having to make reverse lookups )
|
||||
int m_iDestNode;// the node on the other end of the link.
|
||||
|
||||
entvars_t *m_pLinkEnt;// the entity that blocks this connection (doors, etc)
|
||||
|
||||
// m_szLinkEntModelname is not necessarily NULL terminated (so we can store it in a more alignment-friendly 4 bytes)
|
||||
char m_szLinkEntModelname[ 4 ];// the unique name of the brush model that blocks the connection (this is kept for save/restore)
|
||||
|
||||
int m_afLinkInfo;// information about this link
|
||||
float m_flWeight;// length of the link line segment
|
||||
};
|
||||
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int m_SortedBy[3];
|
||||
int m_CheckedEvent;
|
||||
} DIST_INFO;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
Vector v;
|
||||
short n; // Nearest node or -1 if no node found.
|
||||
} CACHE_ENTRY;
|
||||
|
||||
//=========================================================
|
||||
// CGraph
|
||||
//=========================================================
|
||||
#define GRAPH_VERSION (int)16// !!!increment this whever graph/node/link classes change, to obsolesce older disk files.
|
||||
class CGraph
|
||||
{
|
||||
public:
|
||||
|
||||
// the graph has two flags, and should not be accessed unless both flags are TRUE!
|
||||
BOOL m_fGraphPresent;// is the graph in memory?
|
||||
BOOL m_fGraphPointersSet;// are the entity pointers for the graph all set?
|
||||
BOOL m_fRoutingComplete; // are the optimal routes computed, yet?
|
||||
|
||||
CNode *m_pNodes;// pointer to the memory block that contains all node info
|
||||
CLink *m_pLinkPool;// big list of all node connections
|
||||
char *m_pRouteInfo; // compressed routing information the nodes use.
|
||||
|
||||
int m_cNodes;// total number of nodes
|
||||
int m_cLinks;// total number of links
|
||||
int m_nRouteInfo; // size of m_pRouteInfo in bytes.
|
||||
|
||||
// Tables for making nearest node lookup faster. SortedBy provided nodes in a
|
||||
// order of a particular coordinate. Instead of doing a binary search, RangeStart
|
||||
// and RangeEnd let you get to the part of SortedBy that you are interested in.
|
||||
//
|
||||
// Once you have a point of interest, the only way you'll find a closer point is
|
||||
// if at least one of the coordinates is closer than the ones you have now. So we
|
||||
// search each range. After the search is exhausted, we know we have the closest
|
||||
// node.
|
||||
//
|
||||
#define CACHE_SIZE 128
|
||||
#define NUM_RANGES 256
|
||||
DIST_INFO *m_di; // This is m_cNodes long, but the entries don't correspond to CNode entries.
|
||||
int m_RangeStart[3][NUM_RANGES];
|
||||
int m_RangeEnd[3][NUM_RANGES];
|
||||
float m_flShortest;
|
||||
int m_iNearest;
|
||||
int m_minX, m_minY, m_minZ, m_maxX, m_maxY, m_maxZ;
|
||||
int m_minBoxX, m_minBoxY, m_minBoxZ, m_maxBoxX, m_maxBoxY, m_maxBoxZ;
|
||||
int m_CheckedCounter;
|
||||
float m_RegionMin[3], m_RegionMax[3]; // The range of nodes.
|
||||
CACHE_ENTRY m_Cache[CACHE_SIZE];
|
||||
|
||||
|
||||
int m_HashPrimes[16];
|
||||
short *m_pHashLinks;
|
||||
int m_nHashLinks;
|
||||
|
||||
|
||||
// kinda sleazy. In order to allow variety in active idles for monster groups in a room with more than one node,
|
||||
// we keep track of the last node we searched from and store it here. Subsequent searches by other monsters will pick
|
||||
// up where the last search stopped.
|
||||
int m_iLastActiveIdleSearch;
|
||||
|
||||
// another such system used to track the search for cover nodes, helps greatly with two monsters trying to get to the same node.
|
||||
int m_iLastCoverSearch;
|
||||
|
||||
// functions to create the graph
|
||||
int LinkVisibleNodes ( CLink *pLinkPool, FILE *file, int *piBadNode );
|
||||
int RejectInlineLinks ( CLink *pLinkPool, FILE *file );
|
||||
int FindShortestPath ( int *piPath, int iStart, int iDest, int iHull, int afCapMask);
|
||||
int FindNearestNode ( const Vector &vecOrigin, CBaseEntity *pEntity );
|
||||
int FindNearestNode ( const Vector &vecOrigin, int afNodeTypes );
|
||||
//int FindNearestLink ( const Vector &vecTestPoint, int *piNearestLink, BOOL *pfAlongLine );
|
||||
float PathLength( int iStart, int iDest, int iHull, int afCapMask );
|
||||
int NextNodeInRoute( int iCurrentNode, int iDest, int iHull, int iCap );
|
||||
|
||||
enum NODEQUERY { NODEGRAPH_DYNAMIC, NODEGRAPH_STATIC };
|
||||
// A static query means we're asking about the possiblity of handling this entity at ANY time
|
||||
// A dynamic query means we're asking about it RIGHT NOW. So we should query the current state
|
||||
int HandleLinkEnt ( int iNode, entvars_t *pevLinkEnt, int afCapMask, NODEQUERY queryType );
|
||||
entvars_t* LinkEntForLink ( CLink *pLink, CNode *pNode );
|
||||
void ShowNodeConnections ( int iNode );
|
||||
void InitGraph( void );
|
||||
int AllocNodes ( void );
|
||||
|
||||
int CheckNODFile(char *szMapName);
|
||||
int FLoadGraph(char *szMapName);
|
||||
int FSaveGraph(char *szMapName);
|
||||
int FSetGraphPointers(void);
|
||||
void CheckNode(Vector vecOrigin, int iNode);
|
||||
|
||||
void BuildRegionTables(void);
|
||||
void ComputeStaticRoutingTables(void);
|
||||
void TestRoutingTables(void);
|
||||
|
||||
void HashInsert(int iSrcNode, int iDestNode, int iKey);
|
||||
void HashSearch(int iSrcNode, int iDestNode, int &iKey);
|
||||
void HashChoosePrimes(int TableSize);
|
||||
void BuildLinkLookups(void);
|
||||
|
||||
void SortNodes(void);
|
||||
|
||||
int HullIndex( const CBaseEntity *pEntity ); // what hull the monster uses
|
||||
int NodeType( const CBaseEntity *pEntity ); // what node type the monster uses
|
||||
inline int CapIndex( int afCapMask )
|
||||
{
|
||||
if (afCapMask & (bits_CAP_OPEN_DOORS | bits_CAP_AUTO_DOORS | bits_CAP_USE))
|
||||
return 1;
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
inline CNode &Node( int i )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !m_pNodes || i < 0 || i > m_cNodes )
|
||||
ALERT( at_error, "Bad Node!\n" );
|
||||
#endif
|
||||
return m_pNodes[i];
|
||||
}
|
||||
|
||||
inline CLink &Link( int i )
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !m_pLinkPool || i < 0 || i > m_cLinks )
|
||||
ALERT( at_error, "Bad link!\n" );
|
||||
#endif
|
||||
return m_pLinkPool[i];
|
||||
}
|
||||
|
||||
inline CLink &NodeLink( int iNode, int iLink )
|
||||
{
|
||||
return Link( Node( iNode ).m_iFirstLink + iLink );
|
||||
}
|
||||
|
||||
inline CLink &NodeLink( const CNode &node, int iLink )
|
||||
{
|
||||
return Link( node.m_iFirstLink + iLink );
|
||||
}
|
||||
|
||||
inline int INodeLink ( int iNode, int iLink )
|
||||
{
|
||||
return NodeLink( iNode, iLink ).m_iDestNode;
|
||||
}
|
||||
|
||||
#if 0
|
||||
inline CNode &SourceNode( int iNode, int iLink )
|
||||
{
|
||||
return Node( NodeLink( iNode, iLink ).m_iSrcNode );
|
||||
}
|
||||
|
||||
inline CNode &DestNode( int iNode, int iLink )
|
||||
{
|
||||
return Node( NodeLink( iNode, iLink ).m_iDestNode );
|
||||
}
|
||||
|
||||
inline CNode *PNodeLink ( int iNode, int iLink )
|
||||
{
|
||||
return &DestNode( iNode, iLink );
|
||||
}
|
||||
#endif
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// Nodes start out as ents in the level. The node graph
|
||||
// is built, then these ents are discarded.
|
||||
//=========================================================
|
||||
class CNodeEnt : public CBaseEntity
|
||||
{
|
||||
void Spawn( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
virtual int ObjectCaps( void ) { return CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
|
||||
short m_sHintType;
|
||||
short m_sHintActivity;
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CStack - last in, first out.
|
||||
//=========================================================
|
||||
class CStack
|
||||
{
|
||||
public:
|
||||
CStack( void );
|
||||
void Push( int value );
|
||||
int Pop( void );
|
||||
int Top( void );
|
||||
int Empty( void ) { return m_level==0; }
|
||||
int Size( void ) { return m_level; }
|
||||
void CopyToArray ( int *piArray );
|
||||
|
||||
private:
|
||||
int m_stack[ MAX_STACK_NODES ];
|
||||
int m_level;
|
||||
};
|
||||
|
||||
|
||||
//=========================================================
|
||||
// CQueue - first in, first out.
|
||||
//=========================================================
|
||||
class CQueue
|
||||
{
|
||||
public:
|
||||
|
||||
CQueue( void );// constructor
|
||||
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
|
||||
inline int Empty ( void ) { return ( m_cSize == 0 ); }
|
||||
//inline int Tail ( void ) { return ( m_queue[ m_tail ] ); }
|
||||
inline int Size ( void ) { return ( m_cSize ); }
|
||||
void Insert( int, float );
|
||||
int Remove( float & );
|
||||
|
||||
private:
|
||||
int m_cSize;
|
||||
struct tag_QUEUE_NODE
|
||||
{
|
||||
int Id;
|
||||
float Priority;
|
||||
} m_queue[ MAX_STACK_NODES ];
|
||||
int m_head;
|
||||
int m_tail;
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CQueuePriority - Priority queue (smallest item out first).
|
||||
//
|
||||
//=========================================================
|
||||
class CQueuePriority
|
||||
{
|
||||
public:
|
||||
|
||||
CQueuePriority( void );// constructor
|
||||
inline int Full ( void ) { return ( m_cSize == MAX_STACK_NODES ); }
|
||||
inline int Empty ( void ) { return ( m_cSize == 0 ); }
|
||||
//inline int Tail ( float & ) { return ( m_queue[ m_tail ].Id ); }
|
||||
inline int Size ( void ) { return ( m_cSize ); }
|
||||
void Insert( int, float );
|
||||
int Remove( float &);
|
||||
|
||||
private:
|
||||
int m_cSize;
|
||||
struct tag_HEAP_NODE
|
||||
{
|
||||
int Id;
|
||||
float Priority;
|
||||
} m_heap[ MAX_STACK_NODES ];
|
||||
void Heap_SiftDown(int);
|
||||
void Heap_SiftUp(void);
|
||||
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// hints - these MUST coincide with the HINTS listed under
|
||||
// info_node in the FGD file!
|
||||
//=========================================================
|
||||
enum
|
||||
{
|
||||
HINT_NONE = 0,
|
||||
HINT_WORLD_DOOR,
|
||||
HINT_WORLD_WINDOW,
|
||||
HINT_WORLD_BUTTON,
|
||||
HINT_WORLD_MACHINERY,
|
||||
HINT_WORLD_LEDGE,
|
||||
HINT_WORLD_LIGHT_SOURCE,
|
||||
HINT_WORLD_HEAT_SOURCE,
|
||||
HINT_WORLD_BLINKING_LIGHT,
|
||||
HINT_WORLD_BRIGHT_COLORS,
|
||||
HINT_WORLD_HUMAN_BLOOD,
|
||||
HINT_WORLD_ALIEN_BLOOD,
|
||||
|
||||
HINT_TACTICAL_EXIT = 100,
|
||||
HINT_TACTICAL_VANTAGE,
|
||||
HINT_TACTICAL_AMBUSH,
|
||||
|
||||
HINT_STUKA_PERCH = 300,
|
||||
HINT_STUKA_LANDING,
|
||||
};
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
142
hlsdk/dmc/dlls/observer.cpp
Normal file
142
hlsdk/dmc/dlls/observer.cpp
Normal file
@@ -0,0 +1,142 @@
|
||||
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
|
||||
//
|
||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||
// The contents may be used and/or copied only with the written permission of
|
||||
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
|
||||
// the agreement/contract under which the contents have been supplied.
|
||||
//
|
||||
// Purpose: Functionality for the observer chase camera
|
||||
//
|
||||
// $Workfile: $
|
||||
// $Date: $
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
// $Log: $
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "pm_shared.h"
|
||||
|
||||
// Find the next client in the game for this player to spectate
|
||||
void CBasePlayer::Observer_FindNextPlayer()
|
||||
{
|
||||
// MOD AUTHORS: Modify the logic of this function if you want to restrict the observer to watching
|
||||
// only a subset of the players. e.g. Make it check the target's team.
|
||||
|
||||
CBaseEntity *client = m_hObserverTarget;
|
||||
while ( (client = (CBaseEntity*)UTIL_FindEntityByClassname( client, "player" )) != m_hObserverTarget )
|
||||
{
|
||||
if ( !client )
|
||||
continue;
|
||||
if ( !client->pev )
|
||||
continue;
|
||||
if ( client == this )
|
||||
continue;
|
||||
|
||||
// Add checks on target here.
|
||||
|
||||
m_hObserverTarget = client;
|
||||
break;
|
||||
}
|
||||
|
||||
// Did we find a target?
|
||||
if ( m_hObserverTarget )
|
||||
{
|
||||
// Store the target in pev so the physics DLL can get to it
|
||||
if (pev->iuser1 != OBS_ROAMING)
|
||||
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
|
||||
// Move to the target
|
||||
UTIL_SetOrigin( pev, m_hObserverTarget->pev->origin );
|
||||
|
||||
ALERT( at_console, "Now Tracking %s\n", STRING( m_hObserverTarget->pev->classname ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT( at_console, "No observer targets.\n" );
|
||||
}
|
||||
}
|
||||
|
||||
// Handle buttons in observer mode
|
||||
void CBasePlayer::Observer_HandleButtons()
|
||||
{
|
||||
// Slow down mouse clicks
|
||||
if ( m_flNextObserverInput > gpGlobals->time )
|
||||
return;
|
||||
|
||||
// Jump changes from modes: Chase to Roaming
|
||||
if ( m_afButtonPressed & IN_JUMP )
|
||||
{
|
||||
if ( pev->iuser1 == OBS_CHASE_LOCKED )
|
||||
Observer_SetMode( OBS_CHASE_FREE );
|
||||
|
||||
else if ( pev->iuser1 == OBS_CHASE_FREE )
|
||||
Observer_SetMode( OBS_ROAMING );
|
||||
|
||||
else if ( pev->iuser1 == OBS_ROAMING )
|
||||
Observer_SetMode( OBS_IN_EYE );
|
||||
|
||||
else if ( pev->iuser1 == OBS_IN_EYE )
|
||||
Observer_SetMode( OBS_MAP_FREE );
|
||||
|
||||
else if ( pev->iuser1 == OBS_MAP_FREE )
|
||||
Observer_SetMode( OBS_MAP_CHASE );
|
||||
|
||||
else
|
||||
Observer_SetMode( OBS_CHASE_FREE ); // don't use OBS_CHASE_LOCKED anymore
|
||||
|
||||
m_flNextObserverInput = gpGlobals->time + 0.2;
|
||||
}
|
||||
|
||||
// Attack moves to the next player
|
||||
if ( m_afButtonPressed & IN_ATTACK )
|
||||
{
|
||||
Observer_FindNextPlayer();
|
||||
|
||||
m_flNextObserverInput = gpGlobals->time + 0.2;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Attempt to change the observer mode
|
||||
void CBasePlayer::Observer_SetMode( int iMode )
|
||||
{
|
||||
// Just abort if we're changing to the mode we're already in
|
||||
if ( iMode == pev->iuser1 )
|
||||
return;
|
||||
|
||||
// is valid mode ?
|
||||
if ( iMode < OBS_CHASE_LOCKED || iMode > OBS_MAP_CHASE )
|
||||
iMode = OBS_IN_EYE; // now it is
|
||||
|
||||
// if we are not roaming, we need a valid target to track
|
||||
if ( (iMode != OBS_ROAMING) && (m_hObserverTarget == 0) )
|
||||
{
|
||||
Observer_FindNextPlayer();
|
||||
|
||||
// if we didn't find a valid target switch to roaming
|
||||
if (m_hObserverTarget == 0)
|
||||
{
|
||||
ClientPrint( pev, HUD_PRINTCENTER, "#Spec_NoTarget" );
|
||||
iMode = OBS_ROAMING;
|
||||
}
|
||||
}
|
||||
|
||||
// set spectator mode
|
||||
pev->iuser1 = iMode;
|
||||
|
||||
// set target if not roaming
|
||||
if (iMode == OBS_ROAMING)
|
||||
pev->iuser2 = 0;
|
||||
else
|
||||
pev->iuser2 = ENTINDEX( m_hObserverTarget->edict() );
|
||||
|
||||
// print spepctaor mode on client screen
|
||||
|
||||
char modemsg[16];
|
||||
sprintf(modemsg,"#Spec_Mode%i", iMode);
|
||||
ClientPrint( pev, HUD_PRINTCENTER, modemsg );
|
||||
}
|
||||
428
hlsdk/dmc/dlls/pathcorner.cpp
Normal file
428
hlsdk/dmc/dlls/pathcorner.cpp
Normal file
@@ -0,0 +1,428 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// ========================== PATH_CORNER ===========================
|
||||
//
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "trains.h"
|
||||
#include "saverestore.h"
|
||||
|
||||
class CPathCorner : public CPointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( );
|
||||
void KeyValue( KeyValueData* pkvd );
|
||||
float GetDelay( void ) { return m_flWait; }
|
||||
// void Touch( CBaseEntity *pOther );
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
private:
|
||||
float m_flWait;
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( path_corner, CPathCorner );
|
||||
|
||||
// Global Savedata for Delay
|
||||
TYPEDESCRIPTION CPathCorner::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CPathCorner, m_flWait, FIELD_FLOAT ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CPathCorner, CPointEntity );
|
||||
|
||||
//
|
||||
// Cache user-entity-field values until spawn is called.
|
||||
//
|
||||
void CPathCorner :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "wait"))
|
||||
{
|
||||
m_flWait = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CPointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
void CPathCorner :: Spawn( )
|
||||
{
|
||||
ASSERTSZ(!FStringNull(pev->targetname), "path_corner without a targetname");
|
||||
}
|
||||
|
||||
#if 0
|
||||
void CPathCorner :: Touch( CBaseEntity *pOther )
|
||||
{
|
||||
entvars_t* pevToucher = pOther->pev;
|
||||
|
||||
if ( FBitSet ( pevToucher->flags, FL_MONSTER ) )
|
||||
{// monsters don't navigate path corners based on touch anymore
|
||||
return;
|
||||
}
|
||||
|
||||
// If OTHER isn't explicitly looking for this path_corner, bail out
|
||||
if ( pOther->m_pGoalEnt != this )
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// If OTHER has an enemy, this touch is incidental, ignore
|
||||
if ( !FNullEnt(pevToucher->enemy) )
|
||||
{
|
||||
return; // fighting, not following a path
|
||||
}
|
||||
|
||||
// UNDONE: support non-zero flWait
|
||||
/*
|
||||
if (m_flWait != 0)
|
||||
ALERT(at_warning, "Non-zero path-cornder waits NYI");
|
||||
*/
|
||||
|
||||
// Find the next "stop" on the path, make it the goal of the "toucher".
|
||||
if (FStringNull(pev->target))
|
||||
{
|
||||
ALERT(at_warning, "PathCornerTouch: no next stop specified");
|
||||
}
|
||||
|
||||
pOther->m_pGoalEnt = CBaseEntity::Instance( FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) ) );
|
||||
|
||||
// If "next spot" was not found (does not exist - level design error)
|
||||
if ( !pOther->m_pGoalEnt )
|
||||
{
|
||||
ALERT(at_console, "PathCornerTouch--%s couldn't find next stop in path: %s", STRING(pev->classname), STRING(pev->target));
|
||||
return;
|
||||
}
|
||||
|
||||
// Turn towards the next stop in the path.
|
||||
pevToucher->ideal_yaw = UTIL_VecToYaw ( pOther->m_pGoalEnt->pev->origin - pevToucher->origin );
|
||||
}
|
||||
#endif
|
||||
|
||||
|
||||
|
||||
TYPEDESCRIPTION CPathTrack::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CPathTrack, m_length, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CPathTrack, m_pnext, FIELD_CLASSPTR ),
|
||||
DEFINE_FIELD( CPathTrack, m_paltpath, FIELD_CLASSPTR ),
|
||||
DEFINE_FIELD( CPathTrack, m_pprevious, FIELD_CLASSPTR ),
|
||||
DEFINE_FIELD( CPathTrack, m_altName, FIELD_STRING ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CPathTrack, CBaseEntity );
|
||||
LINK_ENTITY_TO_CLASS( path_track, CPathTrack );
|
||||
|
||||
//
|
||||
// Cache user-entity-field values until spawn is called.
|
||||
//
|
||||
void CPathTrack :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "altpath"))
|
||||
{
|
||||
m_altName = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CPointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
void CPathTrack :: Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
int on;
|
||||
|
||||
// Use toggles between two paths
|
||||
if ( m_paltpath )
|
||||
{
|
||||
on = !FBitSet( pev->spawnflags, SF_PATH_ALTERNATE );
|
||||
if ( ShouldToggle( useType, on ) )
|
||||
{
|
||||
if ( on )
|
||||
SetBits( pev->spawnflags, SF_PATH_ALTERNATE );
|
||||
else
|
||||
ClearBits( pev->spawnflags, SF_PATH_ALTERNATE );
|
||||
}
|
||||
}
|
||||
else // Use toggles between enabled/disabled
|
||||
{
|
||||
on = !FBitSet( pev->spawnflags, SF_PATH_DISABLED );
|
||||
|
||||
if ( ShouldToggle( useType, on ) )
|
||||
{
|
||||
if ( on )
|
||||
SetBits( pev->spawnflags, SF_PATH_DISABLED );
|
||||
else
|
||||
ClearBits( pev->spawnflags, SF_PATH_DISABLED );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CPathTrack :: Link( void )
|
||||
{
|
||||
edict_t *pentTarget;
|
||||
|
||||
if ( !FStringNull(pev->target) )
|
||||
{
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(pev->target) );
|
||||
if ( !FNullEnt(pentTarget) )
|
||||
{
|
||||
m_pnext = CPathTrack::Instance( pentTarget );
|
||||
|
||||
if ( m_pnext ) // If no next pointer, this is the end of a path
|
||||
{
|
||||
m_pnext->SetPrevious( this );
|
||||
}
|
||||
}
|
||||
else
|
||||
ALERT( at_console, "Dead end link %s\n", STRING(pev->target) );
|
||||
}
|
||||
|
||||
// Find "alternate" path
|
||||
if ( m_altName )
|
||||
{
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_altName) );
|
||||
if ( !FNullEnt(pentTarget) )
|
||||
{
|
||||
m_paltpath = CPathTrack::Instance( pentTarget );
|
||||
|
||||
if ( m_paltpath ) // If no next pointer, this is the end of a path
|
||||
{
|
||||
m_paltpath->SetPrevious( this );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CPathTrack :: Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_TRIGGER;
|
||||
UTIL_SetSize(pev, Vector(-8, -8, -8), Vector(8, 8, 8));
|
||||
|
||||
m_pnext = NULL;
|
||||
m_pprevious = NULL;
|
||||
// DEBUGGING CODE
|
||||
#if PATH_SPARKLE_DEBUG
|
||||
SetThink( Sparkle );
|
||||
pev->nextthink = gpGlobals->time + 0.5;
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
void CPathTrack::Activate( void )
|
||||
{
|
||||
if ( !FStringNull( pev->targetname ) ) // Link to next, and back-link
|
||||
Link();
|
||||
}
|
||||
|
||||
CPathTrack *CPathTrack :: ValidPath( CPathTrack *ppath, int testFlag )
|
||||
{
|
||||
if ( !ppath )
|
||||
return NULL;
|
||||
|
||||
if ( testFlag && FBitSet( ppath->pev->spawnflags, SF_PATH_DISABLED ) )
|
||||
return NULL;
|
||||
|
||||
return ppath;
|
||||
}
|
||||
|
||||
|
||||
void CPathTrack :: Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist )
|
||||
{
|
||||
if ( pstart && pend )
|
||||
{
|
||||
Vector dir = (pend->pev->origin - pstart->pev->origin);
|
||||
dir = dir.Normalize();
|
||||
*origin = pend->pev->origin + dir * dist;
|
||||
}
|
||||
}
|
||||
|
||||
CPathTrack *CPathTrack::GetNext( void )
|
||||
{
|
||||
if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && !FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
|
||||
return m_paltpath;
|
||||
|
||||
return m_pnext;
|
||||
}
|
||||
|
||||
|
||||
|
||||
CPathTrack *CPathTrack::GetPrevious( void )
|
||||
{
|
||||
if ( m_paltpath && FBitSet( pev->spawnflags, SF_PATH_ALTERNATE ) && FBitSet( pev->spawnflags, SF_PATH_ALTREVERSE ) )
|
||||
return m_paltpath;
|
||||
|
||||
return m_pprevious;
|
||||
}
|
||||
|
||||
|
||||
|
||||
void CPathTrack::SetPrevious( CPathTrack *pprev )
|
||||
{
|
||||
// Only set previous if this isn't my alternate path
|
||||
if ( pprev && !FStrEq( STRING(pprev->pev->targetname), STRING(m_altName) ) )
|
||||
m_pprevious = pprev;
|
||||
}
|
||||
|
||||
|
||||
// Assumes this is ALWAYS enabled
|
||||
CPathTrack *CPathTrack :: LookAhead( Vector *origin, float dist, int move )
|
||||
{
|
||||
CPathTrack *pcurrent;
|
||||
float originalDist = dist;
|
||||
|
||||
pcurrent = this;
|
||||
Vector currentPos = *origin;
|
||||
|
||||
if ( dist < 0 ) // Travelling backwards through path
|
||||
{
|
||||
dist = -dist;
|
||||
while ( dist > 0 )
|
||||
{
|
||||
Vector dir = pcurrent->pev->origin - currentPos;
|
||||
float length = dir.Length();
|
||||
if ( !length )
|
||||
{
|
||||
if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
|
||||
{
|
||||
if ( !move )
|
||||
Project( pcurrent->GetNext(), pcurrent, origin, dist );
|
||||
return NULL;
|
||||
}
|
||||
pcurrent = pcurrent->GetPrevious();
|
||||
}
|
||||
else if ( length > dist ) // enough left in this path to move
|
||||
{
|
||||
*origin = currentPos + (dir * (dist / length));
|
||||
return pcurrent;
|
||||
}
|
||||
else
|
||||
{
|
||||
dist -= length;
|
||||
currentPos = pcurrent->pev->origin;
|
||||
*origin = currentPos;
|
||||
if ( !ValidPath(pcurrent->GetPrevious(), move) ) // If there is no previous node, or it's disabled, return now.
|
||||
return NULL;
|
||||
|
||||
pcurrent = pcurrent->GetPrevious();
|
||||
}
|
||||
}
|
||||
*origin = currentPos;
|
||||
return pcurrent;
|
||||
}
|
||||
else
|
||||
{
|
||||
while ( dist > 0 )
|
||||
{
|
||||
if ( !ValidPath(pcurrent->GetNext(), move) ) // If there is no next node, or it's disabled, return now.
|
||||
{
|
||||
if ( !move )
|
||||
Project( pcurrent->GetPrevious(), pcurrent, origin, dist );
|
||||
return NULL;
|
||||
}
|
||||
Vector dir = pcurrent->GetNext()->pev->origin - currentPos;
|
||||
float length = dir.Length();
|
||||
if ( !length && !ValidPath( pcurrent->GetNext()->GetNext(), move ) )
|
||||
{
|
||||
if ( dist == originalDist ) // HACK -- up against a dead end
|
||||
return NULL;
|
||||
return pcurrent;
|
||||
}
|
||||
if ( length > dist ) // enough left in this path to move
|
||||
{
|
||||
*origin = currentPos + (dir * (dist / length));
|
||||
return pcurrent;
|
||||
}
|
||||
else
|
||||
{
|
||||
dist -= length;
|
||||
currentPos = pcurrent->GetNext()->pev->origin;
|
||||
pcurrent = pcurrent->GetNext();
|
||||
*origin = currentPos;
|
||||
}
|
||||
}
|
||||
*origin = currentPos;
|
||||
}
|
||||
|
||||
return pcurrent;
|
||||
}
|
||||
|
||||
|
||||
// Assumes this is ALWAYS enabled
|
||||
CPathTrack *CPathTrack :: Nearest( Vector origin )
|
||||
{
|
||||
int deadCount;
|
||||
float minDist, dist;
|
||||
Vector delta;
|
||||
CPathTrack *ppath, *pnearest;
|
||||
|
||||
|
||||
delta = origin - pev->origin;
|
||||
delta.z = 0;
|
||||
minDist = delta.Length();
|
||||
pnearest = this;
|
||||
ppath = GetNext();
|
||||
|
||||
// Hey, I could use the old 2 racing pointers solution to this, but I'm lazy :)
|
||||
deadCount = 0;
|
||||
while ( ppath && ppath != this )
|
||||
{
|
||||
deadCount++;
|
||||
if ( deadCount > 9999 )
|
||||
{
|
||||
ALERT( at_error, "Bad sequence of path_tracks from %s", STRING(pev->targetname) );
|
||||
return NULL;
|
||||
}
|
||||
delta = origin - ppath->pev->origin;
|
||||
delta.z = 0;
|
||||
dist = delta.Length();
|
||||
if ( dist < minDist )
|
||||
{
|
||||
minDist = dist;
|
||||
pnearest = ppath;
|
||||
}
|
||||
ppath = ppath->GetNext();
|
||||
}
|
||||
return pnearest;
|
||||
}
|
||||
|
||||
|
||||
CPathTrack *CPathTrack::Instance( edict_t *pent )
|
||||
{
|
||||
if ( FClassnameIs( pent, "path_track" ) )
|
||||
return (CPathTrack *)GET_PRIVATE(pent);
|
||||
return NULL;
|
||||
}
|
||||
|
||||
|
||||
// DEBUGGING CODE
|
||||
#if PATH_SPARKLE_DEBUG
|
||||
void CPathTrack :: Sparkle( void )
|
||||
{
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.2;
|
||||
if ( FBitSet( pev->spawnflags, SF_PATH_DISABLED ) )
|
||||
UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 210, 10);
|
||||
else
|
||||
UTIL_ParticleEffect(pev->origin, Vector(0,0,100), 84, 10);
|
||||
}
|
||||
#endif
|
||||
|
||||
60
hlsdk/dmc/dlls/plane.cpp
Normal file
60
hlsdk/dmc/dlls/plane.cpp
Normal file
@@ -0,0 +1,60 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "plane.h"
|
||||
|
||||
//=========================================================
|
||||
// Plane
|
||||
//=========================================================
|
||||
CPlane :: CPlane ( void )
|
||||
{
|
||||
m_fInitialized = FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// InitializePlane - Takes a normal for the plane and a
|
||||
// point on the plane and
|
||||
//=========================================================
|
||||
void CPlane :: InitializePlane ( const Vector &vecNormal, const Vector &vecPoint )
|
||||
{
|
||||
m_vecNormal = vecNormal;
|
||||
m_flDist = DotProduct ( m_vecNormal, vecPoint );
|
||||
m_fInitialized = TRUE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// PointInFront - determines whether the given vector is
|
||||
// in front of the plane.
|
||||
//=========================================================
|
||||
BOOL CPlane :: PointInFront ( const Vector &vecPoint )
|
||||
{
|
||||
float flFace;
|
||||
|
||||
if ( !m_fInitialized )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
flFace = DotProduct ( m_vecNormal, vecPoint ) - m_flDist;
|
||||
|
||||
if ( flFace >= 0 )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
43
hlsdk/dmc/dlls/plane.h
Normal file
43
hlsdk/dmc/dlls/plane.h
Normal file
@@ -0,0 +1,43 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef PLANE_H
|
||||
#define PLANE_H
|
||||
|
||||
//=========================================================
|
||||
// Plane
|
||||
//=========================================================
|
||||
class CPlane
|
||||
{
|
||||
public:
|
||||
CPlane ( void );
|
||||
|
||||
//=========================================================
|
||||
// InitializePlane - Takes a normal for the plane and a
|
||||
// point on the plane and
|
||||
//=========================================================
|
||||
void InitializePlane ( const Vector &vecNormal, const Vector &vecPoint );
|
||||
|
||||
//=========================================================
|
||||
// PointInFront - determines whether the given vector is
|
||||
// in front of the plane.
|
||||
//=========================================================
|
||||
BOOL PointInFront ( const Vector &vecPoint );
|
||||
|
||||
Vector m_vecNormal;
|
||||
float m_flDist;
|
||||
BOOL m_fInitialized;
|
||||
};
|
||||
|
||||
#endif // PLANE_H
|
||||
2285
hlsdk/dmc/dlls/plats.cpp
Normal file
2285
hlsdk/dmc/dlls/plats.cpp
Normal file
File diff suppressed because it is too large
Load Diff
4880
hlsdk/dmc/dlls/player.cpp
Normal file
4880
hlsdk/dmc/dlls/player.cpp
Normal file
File diff suppressed because it is too large
Load Diff
436
hlsdk/dmc/dlls/player.h
Normal file
436
hlsdk/dmc/dlls/player.h
Normal file
@@ -0,0 +1,436 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef PLAYER_H
|
||||
#define PLAYER_H
|
||||
|
||||
#define PLAYER_FATAL_FALL_SPEED 1024// approx 60 feet
|
||||
#define PLAYER_MAX_SAFE_FALL_SPEED 580// approx 20 feet
|
||||
#define DAMAGE_FOR_FALL_SPEED (float) 100 / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED )// damage per unit per second.
|
||||
#define PLAYER_MIN_BOUNCE_SPEED 200
|
||||
#define PLAYER_FALL_PUNCH_THRESHHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
|
||||
|
||||
//
|
||||
// Player PHYSICS FLAGS bits
|
||||
//
|
||||
#define PFLAG_ONLADDER ( 1<<0 )
|
||||
#define PFLAG_ONSWING ( 1<<0 )
|
||||
#define PFLAG_ONTRAIN ( 1<<1 )
|
||||
#define PFLAG_ONBARNACLE ( 1<<2 )
|
||||
#define PFLAG_DUCKING ( 1<<3 ) // In the process of ducking, but totally squatted yet
|
||||
#define PFLAG_USING ( 1<<4 ) // Using a continuous entity
|
||||
#define PFLAG_OBSERVER ( 1<<5 ) // player is locked in stationary cam mode. Spectators can move, observers can't.
|
||||
|
||||
//
|
||||
// generic player
|
||||
//
|
||||
//-----------------------------------------------------
|
||||
//This is Half-Life player entity
|
||||
//-----------------------------------------------------
|
||||
#define CSUITPLAYLIST 4 // max of 4 suit sentences queued up at any time
|
||||
|
||||
#define SUIT_GROUP TRUE
|
||||
#define SUIT_SENTENCE FALSE
|
||||
|
||||
#define SUIT_REPEAT_OK 0
|
||||
#define SUIT_NEXT_IN_30SEC 30
|
||||
#define SUIT_NEXT_IN_1MIN 60
|
||||
#define SUIT_NEXT_IN_5MIN 300
|
||||
#define SUIT_NEXT_IN_10MIN 600
|
||||
#define SUIT_NEXT_IN_30MIN 1800
|
||||
#define SUIT_NEXT_IN_1HOUR 3600
|
||||
|
||||
#define CSUITNOREPEAT 32
|
||||
|
||||
#define SOUND_FLASHLIGHT_ON "items/flashlight1.wav"
|
||||
#define SOUND_FLASHLIGHT_OFF "items/flashlight1.wav"
|
||||
|
||||
#define TEAM_NAME_LENGTH 16
|
||||
|
||||
typedef enum
|
||||
{
|
||||
PLAYER_IDLE,
|
||||
PLAYER_WALK,
|
||||
PLAYER_JUMP,
|
||||
PLAYER_SUPERJUMP,
|
||||
PLAYER_DIE,
|
||||
PLAYER_ATTACK1,
|
||||
} PLAYER_ANIM;
|
||||
|
||||
#define MAX_ID_RANGE 2048
|
||||
#define SBAR_STRING_SIZE 128
|
||||
enum sbar_data
|
||||
{
|
||||
SBAR_ID_TARGETNAME = 1,
|
||||
SBAR_ID_TARGETHEALTH,
|
||||
SBAR_ID_TARGETARMOR,
|
||||
SBAR_ID_TARGETTEAM,
|
||||
SBAR_END,
|
||||
};
|
||||
|
||||
#define PLAYER_MAX_SPEED 300
|
||||
|
||||
class CBasePlayer : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
int random_seed; // See that is shared between client & server for shared weapons code
|
||||
|
||||
int m_iPlayerSound;// the index of the sound list slot reserved for this player
|
||||
int m_iTargetVolume;// ideal sound volume.
|
||||
int m_iWeaponVolume;// how loud the player's weapon is right now.
|
||||
int m_iExtraSoundTypes;// additional classification for this weapon's sound
|
||||
int m_iWeaponFlash;// brightness of the weapon flash
|
||||
float m_flStopExtraSoundTime;
|
||||
|
||||
float m_flFlashLightTime; // Time until next battery draw/Recharge
|
||||
int m_iFlashBattery; // Flashlight Battery Draw
|
||||
|
||||
int m_afButtonLast;
|
||||
int m_afButtonPressed;
|
||||
int m_afButtonReleased;
|
||||
|
||||
edict_t *m_pentSndLast; // last sound entity to modify player room type
|
||||
float m_flSndRoomtype; // last roomtype set by sound entity
|
||||
float m_flSndRange; // dist from player to sound entity
|
||||
|
||||
float m_flFallVelocity;
|
||||
|
||||
int m_rgItems[MAX_ITEMS];
|
||||
int m_fKnownItem; // True when a new item needs to be added
|
||||
int m_fNewAmmo; // True when a new item has been added
|
||||
|
||||
unsigned int m_afPhysicsFlags; // physics flags - set when 'normal' physics should be revisited or overriden
|
||||
float m_fNextSuicideTime; // the time after which the player can next use the suicide command
|
||||
|
||||
|
||||
// these are time-sensitive things that we keep track of
|
||||
float m_flTimeStepSound; // when the last stepping sound was made
|
||||
float m_flTimeWeaponIdle; // when to play another weapon idle animation.
|
||||
float m_flSwimTime; // how long player has been underwater
|
||||
float m_flDuckTime; // how long we've been ducking
|
||||
float m_flWallJumpTime; // how long until next walljump
|
||||
|
||||
float m_flSuitUpdate; // when to play next suit update
|
||||
int m_rgSuitPlayList[CSUITPLAYLIST];// next sentencenum to play for suit update
|
||||
int m_iSuitPlayNext; // next sentence slot for queue storage;
|
||||
int m_rgiSuitNoRepeat[CSUITNOREPEAT]; // suit sentence no repeat list
|
||||
float m_rgflSuitNoRepeatTime[CSUITNOREPEAT]; // how long to wait before allowing repeat
|
||||
int m_lastDamageAmount; // Last damage taken
|
||||
float m_tbdPrev; // Time-based damage timer
|
||||
|
||||
float m_flgeigerRange; // range to nearest radiation source
|
||||
float m_flgeigerDelay; // delay per update of range msg to client
|
||||
int m_igeigerRangePrev;
|
||||
int m_iStepLeft; // alternate left/right foot stepping sound
|
||||
char m_szTextureName[CBTEXTURENAMEMAX]; // current texture name we're standing on
|
||||
char m_chTextureType; // current texture type
|
||||
|
||||
int m_idrowndmg; // track drowning damage taken
|
||||
int m_idrownrestored; // track drowning damage restored
|
||||
|
||||
int m_bitsHUDDamage; // Damage bits for the current fame. These get sent to
|
||||
// the hude via the DAMAGE message
|
||||
BOOL m_fInitHUD; // True when deferred HUD restart msg needs to be sent
|
||||
BOOL m_fGameHUDInitialized;
|
||||
int m_iTrain; // Train control position
|
||||
BOOL m_fWeapon; // Set this to FALSE to force a reset of the current weapon HUD info
|
||||
|
||||
EHANDLE m_pTank; // the tank which the player is currently controlling, NULL if no tank
|
||||
float m_fDeadTime; // the time at which the player died (used in PlayerDeathThink())
|
||||
|
||||
BOOL m_fNoPlayerSound; // a debugging feature. Player makes no sound if this is true.
|
||||
BOOL m_fLongJump; // does this player have the longjump module?
|
||||
|
||||
float m_tSneaking;
|
||||
int m_iUpdateTime; // stores the number of frame ticks before sending HUD update messages
|
||||
int m_iClientHealth; // the health currently known by the client. If this changes, send a new
|
||||
int m_iClientBattery; // the Battery currently known by the client. If this changes, send a new
|
||||
int m_iHideHUD; // the players hud weapon info is to be hidden
|
||||
int m_iClientHideHUD;
|
||||
int m_iFOV; // field of view
|
||||
int m_iClientFOV; // client's known FOV
|
||||
// usable player items
|
||||
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];
|
||||
CBasePlayerItem *m_pActiveItem;
|
||||
CBasePlayerItem *m_pClientActiveItem; // client version of the active item
|
||||
CBasePlayerItem *m_pLastItem;
|
||||
// shared ammo slots
|
||||
int m_rgAmmo[MAX_AMMO_SLOTS];
|
||||
int m_rgAmmoLast[MAX_AMMO_SLOTS];
|
||||
|
||||
Vector m_vecAutoAim;
|
||||
BOOL m_fOnTarget;
|
||||
int m_iDeaths;
|
||||
float m_iRespawnFrames; // used in PlayerDeathThink() to make sure players can always respawn
|
||||
|
||||
int m_lastx, m_lasty; // These are the previous update's crosshair angles, DON"T SAVE/RESTORE
|
||||
|
||||
int m_nCustomSprayFrames;// Custom clan logo frames for this player
|
||||
float m_flNextDecalTime;// next time this player can spray a decal
|
||||
|
||||
char m_szTeamName[TEAM_NAME_LENGTH];
|
||||
|
||||
virtual void Spawn( void );
|
||||
|
||||
// virtual void Think( void );
|
||||
virtual void Jump( void );
|
||||
virtual void Duck( void );
|
||||
virtual void PreThink( void );
|
||||
virtual void PostThink( void );
|
||||
virtual Vector GetGunPosition( void );
|
||||
virtual int TakeHealth( float flHealth, int bitsDamageType );
|
||||
virtual void TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType);
|
||||
virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType);
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
virtual Vector BodyTarget( const Vector &posSrc ) { return Center( ) + pev->view_ofs * RANDOM_FLOAT( 0.5, 1.1 ); }; // position to shoot at
|
||||
virtual void StartSneaking( void ) { m_tSneaking = gpGlobals->time - 1; }
|
||||
virtual void StopSneaking( void ) { m_tSneaking = gpGlobals->time + 30; }
|
||||
virtual BOOL IsSneaking( void ) { return m_tSneaking <= gpGlobals->time; }
|
||||
virtual BOOL IsAlive( void ) { return (pev->deadflag == DEAD_NO) && pev->health > 0; }
|
||||
virtual BOOL ShouldFadeOnDeath( void ) { return FALSE; }
|
||||
virtual BOOL IsPlayer( void ) { return TRUE; } // Spectators should return FALSE for this, they aren't "players" as far as game logic is concerned
|
||||
|
||||
virtual BOOL IsNetClient( void ) { return TRUE; } // Bots should return FALSE for this, they can't receive NET messages
|
||||
// Spectators should return TRUE for this
|
||||
virtual const char *TeamID( void );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
void RenewItems(void);
|
||||
void RemoveAllItems( BOOL removeSuit );
|
||||
BOOL SwitchWeapon( CBasePlayerItem *pWeapon );
|
||||
|
||||
// JOHN: sends custom messages if player HUD data has changed (eg health, ammo)
|
||||
virtual void UpdateClientData( void );
|
||||
|
||||
static TYPEDESCRIPTION m_playerSaveData[];
|
||||
|
||||
// Player is moved across the transition by other means
|
||||
virtual int ObjectCaps( void ) { return CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
|
||||
virtual void Precache( void );
|
||||
BOOL IsOnLadder( void );
|
||||
BOOL FlashlightIsOn( void );
|
||||
void FlashlightTurnOn( void );
|
||||
void FlashlightTurnOff( void );
|
||||
|
||||
void DeathSound ( void );
|
||||
|
||||
int Classify ( void );
|
||||
void SetAnimation( PLAYER_ANIM playerAnim );
|
||||
void SetWeaponAnimType( const char *szExtention );
|
||||
char m_szAnimExtention[32];
|
||||
|
||||
// custom player functions
|
||||
virtual void ImpulseCommands( void );
|
||||
void CheatImpulseCommands( int iImpulse );
|
||||
|
||||
void StartDeathCam( void );
|
||||
void StartObserver( Vector vecPosition, Vector vecViewAngle );
|
||||
|
||||
void AddPoints( int score, BOOL bAllowNegativeScore );
|
||||
void AddPointsToTeam( int score, BOOL bAllowNegativeScore );
|
||||
BOOL AddPlayerItem( CBasePlayerItem *pItem );
|
||||
BOOL RemovePlayerItem( CBasePlayerItem *pItem );
|
||||
void DropPlayerItem ( char *pszItemName );
|
||||
BOOL HasPlayerItem( CBasePlayerItem *pCheckItem );
|
||||
BOOL HasNamedPlayerItem( const char *pszItemName );
|
||||
BOOL HasWeapons( void );// do I have ANY weapons?
|
||||
void SelectPrevItem( int iItem );
|
||||
void SelectNextItem( int iItem );
|
||||
void SelectLastItem(void);
|
||||
void SelectItem(const char *pstr);
|
||||
void ItemPreFrame( void );
|
||||
void ItemPostFrame( void );
|
||||
void GiveNamedItem( const char *szName );
|
||||
void EnableControl(BOOL fControl);
|
||||
|
||||
int GiveAmmo( int iAmount, char *szName, int iMax );
|
||||
void SendAmmoUpdate(void);
|
||||
|
||||
void WaterMove( void );
|
||||
void EXPORT PlayerDeathThink( void );
|
||||
void PlayerUse( void );
|
||||
|
||||
void CheckSuitUpdate();
|
||||
void SetSuitUpdate(char *name, int fgroup, int iNoRepeat);
|
||||
void UpdateGeigerCounter( void );
|
||||
void CheckTimeBasedDamage( void );
|
||||
void UpdateStepSound( void );
|
||||
void PlayStepSound(int step, float fvol);
|
||||
|
||||
BOOL FBecomeProne ( void );
|
||||
void BarnacleVictimBitten ( entvars_t *pevBarnacle );
|
||||
void BarnacleVictimReleased ( void );
|
||||
static int GetAmmoIndex(const char *psz);
|
||||
int AmmoInventory( int iAmmoIndex );
|
||||
int Illumination( void );
|
||||
|
||||
void ResetAutoaim( void );
|
||||
Vector GetAutoaimVector( float flDelta );
|
||||
Vector AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta );
|
||||
|
||||
void ForceClientDllUpdate( void ); // Forces all client .dll specific data to be resent to client.
|
||||
|
||||
void DeathMessage( entvars_t *pevKiller );
|
||||
|
||||
void SetCustomDecalFrames( int nFrames );
|
||||
int GetCustomDecalFrames( void );
|
||||
|
||||
// Observer camera
|
||||
void Observer_FindNextPlayer();
|
||||
void Observer_HandleButtons();
|
||||
void Observer_SetMode( int iMode );
|
||||
EHANDLE m_hObserverTarget;
|
||||
float m_flNextObserverInput;
|
||||
int IsObserver() { return pev->iuser1; };
|
||||
|
||||
|
||||
// QUAKECLASSIC
|
||||
// Player
|
||||
void Pain( CBaseEntity *pAttacker );
|
||||
float m_flPainSoundFinished;
|
||||
|
||||
BOOL m_bHadFirstSpawn; // used to handle the MOTD
|
||||
|
||||
// Weapon selection
|
||||
int W_BestWeapon( void );
|
||||
void W_SetCurrentAmmo( int sendanim = 1 );
|
||||
BOOL W_CheckNoAmmo( void );
|
||||
void W_ChangeWeapon( int iWeaponNumber );
|
||||
void W_CycleWeaponCommand( void );
|
||||
void W_CycleWeaponReverseCommand( void );
|
||||
|
||||
// Weapon functionality
|
||||
void Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread);
|
||||
void LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage,Vector vecDir);
|
||||
|
||||
// Weapons
|
||||
void W_Attack( int iQuadSound );
|
||||
void W_FireAxe( void );
|
||||
void W_FireShotgun( int QuadSound );
|
||||
void W_FireSuperShotgun( int QuadSound );
|
||||
void W_FireRocket( int QuadSound );
|
||||
void W_FireLightning( int QuadSound );
|
||||
void W_FireGrenade( int QuadSound );
|
||||
void W_FireSuperSpikes( int QuadSound );
|
||||
void W_FireSpikes( int QuadSound );
|
||||
|
||||
// Ammunition
|
||||
void CheckAmmo( void );
|
||||
int *m_pCurrentAmmo; // Always points to one of the four ammo counts below
|
||||
int m_iAmmoRockets;
|
||||
int m_iAmmoCells;
|
||||
int m_iAmmoShells;
|
||||
int m_iAmmoNails;
|
||||
|
||||
// Backpacks
|
||||
void DropBackpack( void );
|
||||
|
||||
// Weapons
|
||||
void Deathmatch_Weapon(int iOldWeapon, int iNewWeapon);
|
||||
int m_iQuakeWeapon;
|
||||
int m_iClientQuakeWeapon; // The last status of the m_iQuakeWeapon sent to the client.
|
||||
int m_iQuakeItems;
|
||||
int m_iClientQuakeItems; // The last status of the m_iQuakeItems sent to the client.
|
||||
int m_iWeaponSwitch;
|
||||
int m_iBackpackSwitch;
|
||||
int m_iAutoWepSwitch;
|
||||
|
||||
// Weapon Data
|
||||
float m_flAxeFire;
|
||||
float m_flLightningTime;
|
||||
int m_iNailOffset;
|
||||
float m_flNextQuadSound;
|
||||
|
||||
// Powerups
|
||||
float m_flSuperDamageFinished;
|
||||
float m_flInvincibleFinished;
|
||||
float m_flInvisibleFinished;
|
||||
float m_flRadsuitFinished;
|
||||
void PowerUpThink( void ); //Checks powerup timers and hadles their effects
|
||||
char m_chOldModel[64]; //Save the player's model here
|
||||
bool m_bPlayedQuadSound;
|
||||
bool m_bPlayedEnvSound;
|
||||
bool m_bPlayedInvSound;
|
||||
bool m_bPlayedProtectSound;
|
||||
|
||||
BOOL m_bLostInvincSound;
|
||||
BOOL m_bLostInvisSound;
|
||||
BOOL m_bLostSuperSound;
|
||||
BOOL m_bLostRadSound;
|
||||
float m_fInvincSound;
|
||||
float m_fSuperSound;
|
||||
|
||||
void InitStatusBar( void );
|
||||
void UpdateStatusBar( void );
|
||||
int m_izSBarState[ SBAR_END ];
|
||||
float m_flNextSBarUpdateTime;
|
||||
float m_flStatusBarDisappearDelay;
|
||||
char m_SbarString0[ SBAR_STRING_SIZE ];
|
||||
char m_SbarString1[ SBAR_STRING_SIZE ];
|
||||
|
||||
unsigned short m_usShotgunSingle;
|
||||
unsigned short m_usShotgunDouble;
|
||||
unsigned short m_usAxe;
|
||||
unsigned short m_usAxeSwing;
|
||||
unsigned short m_usRocket;
|
||||
unsigned short m_usGrenade;
|
||||
unsigned short m_usLightning;
|
||||
unsigned short m_usSpike;
|
||||
unsigned short m_usSuperSpike;
|
||||
};
|
||||
|
||||
#define AUTOAIM_2DEGREES 0.0348994967025
|
||||
#define AUTOAIM_5DEGREES 0.08715574274766
|
||||
#define AUTOAIM_8DEGREES 0.1391731009601
|
||||
#define AUTOAIM_10DEGREES 0.1736481776669
|
||||
|
||||
// QUAKECLASSIC
|
||||
#define Q_SMALL_PUNCHANGLE_KICK -2
|
||||
#define Q_BIG_PUNCHANGLE_KICK -4
|
||||
|
||||
#define IT_AXE (1 << 0)
|
||||
#define IT_SHOTGUN (1 << 1)
|
||||
#define IT_SUPER_SHOTGUN (1 << 2)
|
||||
#define IT_NAILGUN (1 << 3)
|
||||
#define IT_SUPER_NAILGUN (1 << 4)
|
||||
#define IT_GRENADE_LAUNCHER (1 << 5)
|
||||
#define IT_ROCKET_LAUNCHER (1 << 6)
|
||||
#define IT_LIGHTNING (1 << 7)
|
||||
#define IT_EXTRA_WEAPON (1 << 8)
|
||||
|
||||
#define IT_SHELLS (1 << 9)
|
||||
#define IT_NAILS (1 << 10)
|
||||
#define IT_ROCKETS (1 << 11)
|
||||
#define IT_CELLS (1 << 12)
|
||||
|
||||
#define IT_ARMOR1 (1 << 13)
|
||||
#define IT_ARMOR2 (1 << 14)
|
||||
#define IT_ARMOR3 (1 << 15)
|
||||
#define IT_SUPERHEALTH (1 << 16)
|
||||
|
||||
#define IT_KEY1 (1 << 17)
|
||||
#define IT_KEY2 (1 << 18)
|
||||
|
||||
#define IT_INVISIBILITY (1 << 19)
|
||||
#define IT_INVULNERABILITY (1 << 20)
|
||||
#define IT_SUIT (1 << 21)
|
||||
#define IT_QUAD (1 << 22)
|
||||
|
||||
extern int gmsgHudText;
|
||||
extern BOOL gInitHUD;
|
||||
|
||||
#define MAX_TELES 256
|
||||
|
||||
#endif // PLAYER_H
|
||||
174
hlsdk/dmc/dlls/quake_gun.cpp
Normal file
174
hlsdk/dmc/dlls/quake_gun.cpp
Normal file
@@ -0,0 +1,174 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== quake_gun.cpp ========================================================
|
||||
|
||||
This is a half-life weapon that fires every one of the quake weapons.
|
||||
It's automatically given to all players.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "quake_gun.h"
|
||||
|
||||
LINK_ENTITY_TO_CLASS( weapon_quakegun, CQuakeGun );
|
||||
|
||||
|
||||
//===========================================================
|
||||
void CQuakeGun::Spawn( )
|
||||
{
|
||||
Precache( );
|
||||
SET_MODEL(ENT(pev), "models/v_crowbar.mdl");
|
||||
m_iDefaultAmmo = GLOCK_DEFAULT_GIVE;
|
||||
FallInit();
|
||||
}
|
||||
|
||||
void CQuakeGun::Precache( void )
|
||||
{
|
||||
PRECACHE_MODEL("models/v_crowbar.mdl");
|
||||
PRECACHE_MODEL("models/p_9mmhandgun.mdl");
|
||||
}
|
||||
|
||||
int CQuakeGun::GetItemInfo(ItemInfo *p)
|
||||
{
|
||||
p->pszName = STRING(pev->classname);
|
||||
p->pszAmmo1 = NULL;
|
||||
p->iMaxAmmo1 = -1;
|
||||
p->pszAmmo2 = NULL;
|
||||
p->iMaxAmmo2 = -1;
|
||||
p->iMaxClip = -1;
|
||||
p->iSlot = 1;
|
||||
p->iPosition = 1;
|
||||
p->iFlags = 0;
|
||||
p->iId = m_iId = WEAPON_GLOCK;
|
||||
p->iWeight = GLOCK_WEIGHT;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CQuakeGun::DestroyEffect( void )
|
||||
{
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
if ( m_pBeam )
|
||||
{
|
||||
UTIL_Remove( m_pBeam );
|
||||
m_pBeam = NULL;
|
||||
}
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void CQuakeGun::CreateEffect( void )
|
||||
{
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
DestroyEffect();
|
||||
|
||||
m_pBeam = CBeam::BeamCreate( "sprites/laserbeam.spr", 40 );
|
||||
m_pBeam->PointEntInit( pev->origin, m_pPlayer->entindex() );
|
||||
m_pBeam->SetBrightness( 100 );
|
||||
m_pBeam->SetEndAttachment( 1 );
|
||||
m_pBeam->pev->spawnflags |= SF_BEAM_TEMPORARY; // Flag these to be destroyed on save/restore or level transition
|
||||
m_pBeam->pev->flags |= FL_SKIPLOCALHOST;
|
||||
m_pBeam->pev->owner = m_pPlayer->edict();
|
||||
|
||||
m_pBeam->SetScrollRate( 110 );
|
||||
m_pBeam->SetNoise( 5 );
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
void CQuakeGun::UpdateEffect( void )
|
||||
{
|
||||
#if !defined( CLIENT_DLL )
|
||||
UTIL_MakeVectors( m_pPlayer->pev->v_angle + m_pPlayer->pev->punchangle );
|
||||
Vector vecAiming = gpGlobals->v_forward;
|
||||
Vector vecSrc = m_pPlayer->GetGunPosition( );
|
||||
|
||||
Vector vecDest = vecSrc + vecAiming * 2048;
|
||||
edict_t *pentIgnore;
|
||||
TraceResult tr;
|
||||
|
||||
pentIgnore = m_pPlayer->edict();
|
||||
Vector tmpSrc = vecSrc + gpGlobals->v_up * -8 + gpGlobals->v_right * 3;
|
||||
|
||||
// ALERT( at_console, "." );
|
||||
|
||||
UTIL_TraceLine( vecSrc, vecDest, dont_ignore_monsters, pentIgnore, &tr );
|
||||
|
||||
if (tr.fAllSolid)
|
||||
return;
|
||||
|
||||
if ( !m_pBeam )
|
||||
{
|
||||
CreateEffect();
|
||||
}
|
||||
|
||||
m_pBeam->SetStartPos( tr.vecEndPos );
|
||||
#endif
|
||||
|
||||
}
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
BOOL CQuakeGun::Deploy( )
|
||||
{
|
||||
m_pPlayer->pev->viewmodel = MAKE_STRING("models/v_crowbar.mdl");
|
||||
m_pPlayer->pev->weaponmodel = MAKE_STRING("models/p_9mmhandgun.mdl");
|
||||
strcpy( m_pPlayer->m_szAnimExtention, "onehanded" );
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
g_flLightTime = 0.0;
|
||||
#endif
|
||||
|
||||
SendWeaponAnim( 0 );
|
||||
return TRUE;
|
||||
}
|
||||
#endif
|
||||
|
||||
// Plays quad sound if needed
|
||||
int CQuakeGun::SuperDamageSound()
|
||||
{
|
||||
if ( m_pPlayer->m_iQuakeItems & IT_QUAD )
|
||||
{
|
||||
if ( m_pPlayer->m_flNextQuadSound < gpGlobals->time)
|
||||
{
|
||||
m_pPlayer->m_flNextQuadSound = gpGlobals->time + 1;
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
// Firing the Quakegun forces the player to fire the appropriate weapon
|
||||
void CQuakeGun::PrimaryAttack( void )
|
||||
{
|
||||
int iQuadSound = 0;
|
||||
iQuadSound = SuperDamageSound();
|
||||
m_pPlayer->W_Attack( iQuadSound );
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
if ( m_pPlayer->m_iQuakeWeapon == IT_LIGHTNING && m_pPlayer->pev->deadflag == DEAD_NO )
|
||||
UpdateEffect();
|
||||
#endif
|
||||
|
||||
m_bPlayedIdleAnim = FALSE;
|
||||
}
|
||||
44
hlsdk/dmc/dlls/quake_gun.h
Normal file
44
hlsdk/dmc/dlls/quake_gun.h
Normal file
@@ -0,0 +1,44 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== quake_gun.h ========================================================
|
||||
|
||||
This is a half-life weapon that fires every one of the quake weapons.
|
||||
It's automatically given to all players.
|
||||
|
||||
*/
|
||||
#include "effects.h"
|
||||
|
||||
class CQuakeGun : public CBasePlayerWeapon
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
int iItemSlot( void ) { return 1; }
|
||||
int GetItemInfo(ItemInfo *p);
|
||||
|
||||
int SuperDamageSound( void );
|
||||
|
||||
void PrimaryAttack( void );
|
||||
BOOL Deploy( void );
|
||||
|
||||
void UpdateEffect( void );
|
||||
|
||||
void CreateEffect ( void );
|
||||
void DestroyEffect ( void );
|
||||
|
||||
CBeam *m_pBeam;
|
||||
};
|
||||
1866
hlsdk/dmc/dlls/quake_items.cpp
Normal file
1866
hlsdk/dmc/dlls/quake_items.cpp
Normal file
File diff suppressed because it is too large
Load Diff
122
hlsdk/dmc/dlls/quake_nail.cpp
Normal file
122
hlsdk/dmc/dlls/quake_nail.cpp
Normal file
@@ -0,0 +1,122 @@
|
||||
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
|
||||
//
|
||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||
// The contents may be used and/or copied only with the written permission of
|
||||
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
|
||||
// the agreement/contract under which the contents have been supplied.
|
||||
//
|
||||
// Purpose: Quake nail entity
|
||||
//
|
||||
// $Workfile: $
|
||||
// $Date: $
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
// $Log: $
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "weapons.h"
|
||||
#include "decals.h"
|
||||
#include "gamerules.h"
|
||||
|
||||
LINK_ENTITY_TO_CLASS( quake_nail, CQuakeNail );
|
||||
|
||||
//=========================================================
|
||||
CQuakeNail *CQuakeNail::CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
|
||||
{
|
||||
CQuakeNail *pNail = GetClassPtr( (CQuakeNail *)NULL );
|
||||
|
||||
UTIL_SetOrigin( pNail->pev, vecOrigin );
|
||||
|
||||
pNail->pev->velocity = vecAngles * 1000;
|
||||
pNail->pev->angles = UTIL_VecToAngles(vecAngles);
|
||||
pNail->pev->owner = pOwner->edict();
|
||||
pNail->Spawn();
|
||||
pNail->pev->classname = MAKE_STRING("spike");
|
||||
|
||||
// don't send to clients.
|
||||
pNail->pev->effects |= EF_NODRAW;
|
||||
|
||||
return pNail;
|
||||
}
|
||||
|
||||
CQuakeNail *CQuakeNail::CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
|
||||
{
|
||||
CQuakeNail *pNail = CreateNail( vecOrigin, vecAngles, pOwner );
|
||||
pNail->pev->classname = MAKE_STRING("superspike");
|
||||
|
||||
// Super nails simply do more damage
|
||||
pNail->pev->dmg = 18;
|
||||
return pNail;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeNail::Spawn( void )
|
||||
{
|
||||
Precache();
|
||||
|
||||
// Setup
|
||||
pev->movetype = MOVETYPE_FLYMISSILE;
|
||||
pev->solid = SOLID_BBOX;
|
||||
|
||||
// Safety removal
|
||||
pev->nextthink = gpGlobals->time + 6;
|
||||
SetThink( &CBaseEntity::SUB_Remove );
|
||||
|
||||
// Touch
|
||||
SetTouch( &CQuakeNail::NailTouch );
|
||||
|
||||
// Model
|
||||
SET_MODEL( ENT(pev), "models/spike.mdl" );
|
||||
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
|
||||
// Damage
|
||||
pev->dmg = 9;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeNail::NailTouch( CBaseEntity *pOther )
|
||||
{
|
||||
if (pOther->pev->solid == SOLID_TRIGGER)
|
||||
return;
|
||||
|
||||
// Remove if we've hit skybrush
|
||||
if ( UTIL_PointContents(pev->origin) == CONTENT_SKY )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
return;
|
||||
}
|
||||
|
||||
// Hit something that bleeds
|
||||
if (pOther->pev->takedamage)
|
||||
{
|
||||
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
|
||||
|
||||
if ( g_pGameRules->PlayerRelationship( pOther, pOwner ) != GR_TEAMMATE )
|
||||
SpawnBlood( pev->origin, pOther->BloodColor(), pev->dmg );
|
||||
|
||||
pOther->TakeDamage( pev, pOwner->pev, pev->dmg, DMG_GENERIC );
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( pOther->pev->solid == SOLID_BSP || pOther->pev->movetype == MOVETYPE_PUSHSTEP )
|
||||
{
|
||||
TraceResult tr;
|
||||
tr.vecEndPos = pev->origin;
|
||||
tr.pHit = pOther->edict();
|
||||
|
||||
//Arent we doing this client side?
|
||||
//UTIL_GunshotDecalTrace( &tr, DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ) );
|
||||
}
|
||||
}
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
|
||||
|
||||
|
||||
250
hlsdk/dmc/dlls/quake_player.cpp
Normal file
250
hlsdk/dmc/dlls/quake_player.cpp
Normal file
@@ -0,0 +1,250 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002,, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== quake_player.cpp ========================================================
|
||||
|
||||
Quake Classic player functionality.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "gamerules.h"
|
||||
#include "hltv.h"
|
||||
|
||||
extern entvars_t *g_pevLastInflictor;
|
||||
extern int gmsgStatusText;
|
||||
extern int gmsgStatusValue;
|
||||
extern DLL_GLOBAL Vector g_vecAttackDir;
|
||||
|
||||
/*************************************
|
||||
STATUS BAR
|
||||
*************************************/
|
||||
|
||||
// Initialise the player's status bar
|
||||
void CBasePlayer::InitStatusBar()
|
||||
{
|
||||
m_flStatusBarDisappearDelay = 0;
|
||||
m_SbarString1[0] = m_SbarString0[0] = 0;
|
||||
}
|
||||
|
||||
void CBasePlayer::UpdateStatusBar()
|
||||
{
|
||||
int newSBarState[ SBAR_END ];
|
||||
memset( newSBarState, 0, sizeof(newSBarState) );
|
||||
|
||||
// Find an ID Target
|
||||
TraceResult tr;
|
||||
UTIL_MakeVectors( pev->v_angle + pev->punchangle );
|
||||
Vector vecSrc = EyePosition();
|
||||
Vector vecEnd = vecSrc + (gpGlobals->v_forward * MAX_ID_RANGE);
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, edict(), &tr);
|
||||
|
||||
if (tr.flFraction != 1.0)
|
||||
{
|
||||
if ( !FNullEnt( tr.pHit ) )
|
||||
{
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance( tr.pHit );
|
||||
|
||||
if ( pEntity->Classify() == CLASS_PLAYER )
|
||||
{
|
||||
newSBarState[ SBAR_ID_TARGETNAME ] = ENTINDEX( pEntity->edict() );
|
||||
newSBarState[ SBAR_ID_TARGETTEAM ] = FALSE;
|
||||
|
||||
m_flStatusBarDisappearDelay = gpGlobals->time + 1.0;
|
||||
}
|
||||
}
|
||||
else if ( m_flStatusBarDisappearDelay > gpGlobals->time )
|
||||
{
|
||||
// hold the values for a short amount of time after viewing the object
|
||||
newSBarState[ SBAR_ID_TARGETNAME ] = m_izSBarState[ SBAR_ID_TARGETNAME ];
|
||||
newSBarState[ SBAR_ID_TARGETHEALTH ] = m_izSBarState[ SBAR_ID_TARGETHEALTH ];
|
||||
newSBarState[ SBAR_ID_TARGETARMOR ] = m_izSBarState[ SBAR_ID_TARGETARMOR ];
|
||||
newSBarState[ SBAR_ID_TARGETTEAM ] = m_izSBarState[ SBAR_ID_TARGETTEAM ];
|
||||
}
|
||||
}
|
||||
|
||||
// Check values and send if they don't match
|
||||
for (int i = 1; i < SBAR_END; i++)
|
||||
{
|
||||
if ( newSBarState[i] != m_izSBarState[i] )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgStatusValue, NULL, pev );
|
||||
WRITE_BYTE( i );
|
||||
WRITE_SHORT( newSBarState[i] );
|
||||
MESSAGE_END();
|
||||
|
||||
m_izSBarState[i] = newSBarState[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Purpose: Player has taken some damage. This is now using the Quake functionality.
|
||||
//-----------------------------------------------------------------------------
|
||||
int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType )
|
||||
{
|
||||
if ( (pev->takedamage == DAMAGE_NO) || (IsAlive() == FALSE) )
|
||||
return 0;
|
||||
|
||||
|
||||
//We are wearing the suit and we want to be hurt by lava or slime
|
||||
if ( m_iQuakeItems & IT_SUIT )
|
||||
{
|
||||
if ( bitsDamageType & DMG_BURN || bitsDamageType & DMG_ACID )
|
||||
return 0;
|
||||
}
|
||||
|
||||
CBaseEntity *pAttacker = CBaseEntity::Instance(pevAttacker);
|
||||
|
||||
// keep track of amount of damage last sustained
|
||||
m_lastDamageAmount = static_cast<int>(flDamage);
|
||||
|
||||
// check for quad damage powerup on the attacker
|
||||
if (pAttacker->IsPlayer())
|
||||
{
|
||||
if ( ((CBasePlayer*)pAttacker)->m_flSuperDamageFinished > gpGlobals->time )
|
||||
{
|
||||
if (gpGlobals->deathmatch == 4)
|
||||
flDamage *= 8;
|
||||
else
|
||||
flDamage *= 4;
|
||||
}
|
||||
}
|
||||
|
||||
// team play damage avoidance
|
||||
if ( g_pGameRules->PlayerRelationship( this, pAttacker ) == GR_TEAMMATE )
|
||||
{
|
||||
// Teamplay 3 you can still hurt yourself
|
||||
if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 3 && pAttacker != this )
|
||||
return 0;
|
||||
// Teamplay 1 can't hurt any teammates, including yourself
|
||||
if ( CVAR_GET_FLOAT( "mp_teamplay" ) == 1 )
|
||||
return 0;
|
||||
// Teamplay 2 you can still hurt teammates
|
||||
}
|
||||
|
||||
|
||||
// save damage based on the target's armor level
|
||||
float flSave = ceil(pev->armortype * flDamage);
|
||||
if (flSave >= pev->armorvalue)
|
||||
{
|
||||
flSave = pev->armorvalue;
|
||||
pev->armortype = 0; // lost all armor
|
||||
m_iQuakeItems &= ~(IT_ARMOR1 | IT_ARMOR2 | IT_ARMOR3);
|
||||
}
|
||||
pev->armorvalue -= flSave;
|
||||
float flTake = ceil(flDamage - flSave);
|
||||
|
||||
// add to the damage total for clients, which will be sent as a single message at the end of the frame
|
||||
pev->dmg_take = pev->dmg_take + flTake;
|
||||
pev->dmg_inflictor = ENT(pevInflictor);
|
||||
|
||||
Vector vecTemp;
|
||||
|
||||
if ( pevAttacker == pevInflictor )
|
||||
{
|
||||
vecTemp = pevAttacker->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
else
|
||||
// an actual missile was involved.
|
||||
{
|
||||
vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) );
|
||||
}
|
||||
|
||||
// this global is still used for glass and other non-monster killables, along with decals.
|
||||
g_vecAttackDir = vecTemp.Normalize();
|
||||
|
||||
|
||||
// figure momentum add
|
||||
if ( (pevInflictor) && (pev->movetype == MOVETYPE_WALK) && !( FBitSet (bitsDamageType, DMG_BURN) ) && !( FBitSet (bitsDamageType, DMG_ACID) ) )
|
||||
{
|
||||
|
||||
|
||||
Vector vecPush = (pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5).Normalize();
|
||||
// Set kickback for smaller weapons
|
||||
// Read: only if it's not yourself doing the damage
|
||||
if ( (flDamage < 60) && pAttacker->IsPlayer() && (pAttacker != this) )
|
||||
pev->velocity = pev->velocity + vecPush * flDamage * 11;
|
||||
else
|
||||
{
|
||||
// Otherwise, these rules apply to rockets and grenades
|
||||
// for blast velocity
|
||||
if ( pAttacker == this )
|
||||
{
|
||||
if ( m_iQuakeWeapon != IT_LIGHTNING )
|
||||
pev->velocity = pev->velocity + vecPush * flDamage * 8;
|
||||
}
|
||||
else
|
||||
pev->velocity = pev->velocity + vecPush * flDamage * 8;
|
||||
}
|
||||
|
||||
// Rocket Jump modifiers
|
||||
int iRocketJumpModifier = (int)CVAR_GET_FLOAT("rj");
|
||||
|
||||
if ( (iRocketJumpModifier > 1) && (pAttacker == this) && m_iQuakeWeapon == ( IT_ROCKET_LAUNCHER | IT_GRENADE_LAUNCHER ) )
|
||||
pev->velocity = pev->velocity + vecPush * flDamage * iRocketJumpModifier;
|
||||
}
|
||||
|
||||
// check for godmode or invincibility
|
||||
if (pev->flags & FL_GODMODE)
|
||||
return 0;
|
||||
if (m_flInvincibleFinished > gpGlobals->time)
|
||||
{
|
||||
if (m_fInvincSound < gpGlobals->time)
|
||||
{
|
||||
EMIT_SOUND(ENT(pev), CHAN_ITEM, "items/protect3.wav", 1, ATTN_NORM);
|
||||
m_fInvincSound = gpGlobals->time + 2;
|
||||
}
|
||||
return 0;
|
||||
}
|
||||
|
||||
|
||||
// do the damage
|
||||
pev->health -= (int)flTake;
|
||||
|
||||
// tell director about it
|
||||
MESSAGE_BEGIN( MSG_SPEC, SVC_DIRECTOR );
|
||||
WRITE_BYTE ( 9 ); // command length in bytes
|
||||
WRITE_BYTE ( DRC_CMD_EVENT ); // take damage event
|
||||
WRITE_SHORT( ENTINDEX(this->edict()) ); // index number of primary entity
|
||||
WRITE_SHORT( ENTINDEX(ENT(pevInflictor)) ); // index number of secondary entity
|
||||
WRITE_LONG( 5 ); // eventflags (priority and flags)
|
||||
MESSAGE_END();
|
||||
|
||||
// react to the damage
|
||||
m_bitsDamageType |= bitsDamageType; // Save this so we can report it to the client
|
||||
m_bitsHUDDamage = -1; // make sure the damage bits get resent
|
||||
|
||||
if ( pev->health <= 0 )
|
||||
{
|
||||
g_pevLastInflictor = pevInflictor;
|
||||
|
||||
Killed( pevAttacker, GIB_NORMAL );
|
||||
|
||||
g_pevLastInflictor = NULL;
|
||||
return 0;
|
||||
}
|
||||
|
||||
// play pain sound
|
||||
Pain( pAttacker );
|
||||
|
||||
return static_cast<int>(flTake);
|
||||
}
|
||||
|
||||
191
hlsdk/dmc/dlls/quake_rocket.cpp
Normal file
191
hlsdk/dmc/dlls/quake_rocket.cpp
Normal file
@@ -0,0 +1,191 @@
|
||||
//=========== (C) Copyright 1996-2002, Valve, L.L.C. All rights reserved. ===========
|
||||
//
|
||||
// The copyright to the contents herein is the property of Valve, L.L.C.
|
||||
// The contents may be used and/or copied only with the written permission of
|
||||
// Valve, L.L.C., or in accordance with the terms and conditions stipulated in
|
||||
// the agreement/contract under which the contents have been supplied.
|
||||
//
|
||||
// Purpose: Quake rocket entity
|
||||
//
|
||||
// $Workfile: $
|
||||
// $Date: $
|
||||
//
|
||||
//-----------------------------------------------------------------------------
|
||||
// $Log: $
|
||||
//
|
||||
// $NoKeywords: $
|
||||
//=============================================================================
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "weapons.h"
|
||||
|
||||
#define GRENADE_TRAIL 1
|
||||
#define ROCKET_TRAIL 2
|
||||
|
||||
extern unsigned short g_sTrail;
|
||||
extern unsigned short g_sExplosion;
|
||||
|
||||
LINK_ENTITY_TO_CLASS( quake_rocket, CQuakeRocket );
|
||||
|
||||
//=========================================================
|
||||
CQuakeRocket *CQuakeRocket::CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner )
|
||||
{
|
||||
CQuakeRocket *pRocket = GetClassPtr( (CQuakeRocket *)NULL );
|
||||
|
||||
UTIL_SetOrigin( pRocket->pev, vecOrigin );
|
||||
SET_MODEL(ENT(pRocket->pev), "models/rocket.mdl");
|
||||
pRocket->Spawn();
|
||||
pRocket->pev->classname = MAKE_STRING("missile");
|
||||
pRocket->pev->owner = pOwner->edict();
|
||||
|
||||
// Setup
|
||||
pRocket->pev->movetype = MOVETYPE_FLYMISSILE;
|
||||
pRocket->pev->solid = SOLID_BBOX;
|
||||
|
||||
// Velocity
|
||||
pRocket->pev->velocity = vecAngles * 1000;
|
||||
pRocket->pev->angles = UTIL_VecToAngles( vecAngles );
|
||||
|
||||
// Touch
|
||||
pRocket->SetTouch( &CQuakeRocket::RocketTouch );
|
||||
|
||||
// Safety Remove
|
||||
pRocket->pev->nextthink = gpGlobals->time + 5;
|
||||
pRocket->SetThink( &CBaseEntity::SUB_Remove );
|
||||
|
||||
// Effects
|
||||
// pRocket->pev->effects |= EF_LIGHT;
|
||||
|
||||
PLAYBACK_EVENT_FULL (FEV_GLOBAL, pRocket->edict(), g_sTrail, 0.0,
|
||||
(float *)&pRocket->pev->origin, (float *)&pRocket->pev->angles, 0.7, 0.0, pRocket->entindex(), ROCKET_TRAIL, 0, 0);
|
||||
|
||||
return pRocket;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
CQuakeRocket *CQuakeRocket::CreateGrenade( Vector vecOrigin, Vector vecVelocity, CBaseEntity *pOwner )
|
||||
{
|
||||
CQuakeRocket *pRocket = GetClassPtr( (CQuakeRocket *)NULL );
|
||||
|
||||
UTIL_SetOrigin( pRocket->pev, vecOrigin );
|
||||
SET_MODEL(ENT(pRocket->pev), "models/grenade.mdl");
|
||||
pRocket->Spawn();
|
||||
pRocket->pev->classname = MAKE_STRING("grenade");
|
||||
pRocket->pev->owner = pOwner->edict();
|
||||
|
||||
// Setup
|
||||
pRocket->pev->movetype = MOVETYPE_BOUNCE;
|
||||
pRocket->pev->solid = SOLID_BBOX;
|
||||
|
||||
pRocket->pev->avelocity = Vector(300,300,300);
|
||||
|
||||
// Velocity
|
||||
pRocket->pev->velocity = vecVelocity;
|
||||
pRocket->pev->angles = UTIL_VecToAngles(vecVelocity);
|
||||
pRocket->pev->friction = 0.5;
|
||||
|
||||
// Touch
|
||||
pRocket->SetTouch( &CQuakeRocket::GrenadeTouch );
|
||||
|
||||
// set newmis duration
|
||||
if ( gpGlobals->deathmatch == 4 )
|
||||
{
|
||||
pRocket->m_flAttackFinished = gpGlobals->time + 1.1; // What's this used for?
|
||||
if (pOwner)
|
||||
pOwner->TakeDamage( pOwner->pev, pOwner->pev, 10, DMG_GENERIC );
|
||||
}
|
||||
|
||||
pRocket->pev->nextthink = gpGlobals->time + 2.5;
|
||||
pRocket->SetThink( &CQuakeRocket::GrenadeExplode );
|
||||
|
||||
PLAYBACK_EVENT_FULL (FEV_GLOBAL, pRocket->edict(), g_sTrail, 0.0,
|
||||
(float *)&g_vecZero, (float *)&g_vecZero, 0.7, 0.0, pRocket->entindex(), GRENADE_TRAIL, 0, 0);
|
||||
|
||||
|
||||
return pRocket;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::Spawn( void )
|
||||
{
|
||||
Precache();
|
||||
|
||||
UTIL_SetSize(pev, Vector( 0, 0, 0), Vector(0, 0, 0));
|
||||
UTIL_SetOrigin( pev, pev->origin );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::Precache( void )
|
||||
{
|
||||
m_iTrail = PRECACHE_MODEL("sprites/smoke.spr");
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::RocketTouch ( CBaseEntity *pOther )
|
||||
{
|
||||
// Remove if we've hit skybrush
|
||||
if ( UTIL_PointContents(pev->origin) == CONTENT_SKY )
|
||||
{
|
||||
UTIL_Remove( this );
|
||||
return;
|
||||
}
|
||||
|
||||
// Do touch damage
|
||||
float flDmg = RANDOM_FLOAT( 100, 120 );
|
||||
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
|
||||
if (pOther->pev->health)
|
||||
pOther->TakeDamage( pev, pOwner->pev, flDmg, DMG_BULLET );
|
||||
|
||||
// Don't do radius damage to the other, because all the damage was done in the impact
|
||||
Q_RadiusDamage(this, pOwner, 120, pOther);
|
||||
|
||||
// Finish and remove
|
||||
Explode();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::GrenadeTouch( CBaseEntity *pOther )
|
||||
{
|
||||
if (pOther->pev->takedamage == DAMAGE_AIM)
|
||||
{
|
||||
GrenadeExplode();
|
||||
return;
|
||||
}
|
||||
|
||||
if (pev->flags & FL_ONGROUND)
|
||||
{
|
||||
// add a bit of static friction
|
||||
pev->velocity = pev->velocity * 0.75;
|
||||
|
||||
if (pev->velocity.Length() <= 20)
|
||||
{
|
||||
pev->avelocity = g_vecZero;
|
||||
}
|
||||
}
|
||||
|
||||
EMIT_SOUND(ENT(pev), CHAN_WEAPON, "weapons/bounce.wav", 1, ATTN_NORM);
|
||||
|
||||
if (pev->velocity == g_vecZero)
|
||||
pev->avelocity = g_vecZero;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::GrenadeExplode()
|
||||
{
|
||||
CBaseEntity *pOwner = CBaseEntity::Instance(pev->owner);
|
||||
Q_RadiusDamage(this, pOwner, 120, NULL);
|
||||
|
||||
// Finish and remove
|
||||
Explode();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
void CQuakeRocket::Explode()
|
||||
{
|
||||
//We use the angles field to send the rocket velocity.
|
||||
PLAYBACK_EVENT_FULL( FEV_GLOBAL, edict(), g_sExplosion, 0.0, (float *)&pev->origin, (float *)&pev->velocity, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
|
||||
UTIL_Remove( this );
|
||||
}
|
||||
996
hlsdk/dmc/dlls/quake_weapons_all.cpp
Normal file
996
hlsdk/dmc/dlls/quake_weapons_all.cpp
Normal file
@@ -0,0 +1,996 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== quake_weapons.cpp ========================================================
|
||||
|
||||
Quake weaponry
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "quake_gun.h"
|
||||
|
||||
char gszQ_DeathType[128];
|
||||
DLL_GLOBAL short g_sModelIndexNail;
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
#include "cl_entity.h"
|
||||
struct cl_entity_s *GetViewEntity( void );
|
||||
extern float g_flLightTime;
|
||||
#endif
|
||||
|
||||
// called by worldspawn
|
||||
void QuakeClassicPrecache( void )
|
||||
{
|
||||
// Weapon sounds
|
||||
PRECACHE_SOUND("weapons/ax1.wav");
|
||||
PRECACHE_SOUND("player/axhit2.wav");
|
||||
PRECACHE_SOUND("player/axhitbod.wav");
|
||||
PRECACHE_SOUND("weapons/r_exp3.wav"); // new rocket explosion
|
||||
PRECACHE_SOUND("weapons/rocket1i.wav");// spike gun
|
||||
PRECACHE_SOUND("weapons/sgun1.wav");
|
||||
PRECACHE_SOUND("weapons/lhit.wav");
|
||||
PRECACHE_SOUND("weapons/guncock.wav"); // player shotgun
|
||||
PRECACHE_SOUND("weapons/ric1.wav"); // ricochet (used in c code)
|
||||
PRECACHE_SOUND("weapons/ric2.wav"); // ricochet (used in c code)
|
||||
PRECACHE_SOUND("weapons/ric3.wav"); // ricochet (used in c code)
|
||||
PRECACHE_SOUND("weapons/spike2.wav"); // super spikes
|
||||
PRECACHE_SOUND("weapons/tink1.wav"); // spikes tink (used in c code)
|
||||
PRECACHE_SOUND("weapons/grenade.wav"); // grenade launcher
|
||||
PRECACHE_SOUND("weapons/bounce.wav"); // grenade bounce
|
||||
PRECACHE_SOUND("weapons/shotgn2.wav"); // super shotgun
|
||||
PRECACHE_SOUND("weapons/lstart.wav"); // lightning start
|
||||
|
||||
// Weapon models
|
||||
PRECACHE_MODEL("models/v_crowbar.mdl");
|
||||
PRECACHE_MODEL("models/v_shot.mdl");
|
||||
PRECACHE_MODEL("models/v_shot2.mdl");
|
||||
PRECACHE_MODEL("models/v_nail.mdl");
|
||||
PRECACHE_MODEL("models/v_nail2.mdl");
|
||||
PRECACHE_MODEL("models/v_rock.mdl");
|
||||
PRECACHE_MODEL("models/v_rock2.mdl");
|
||||
PRECACHE_MODEL("models/v_light.mdl");
|
||||
|
||||
// Weapon player models
|
||||
PRECACHE_MODEL("models/p_crowbar.mdl");
|
||||
PRECACHE_MODEL("models/p_rock2.mdl");
|
||||
PRECACHE_MODEL("models/p_rock.mdl");
|
||||
PRECACHE_MODEL("models/p_shot2.mdl");
|
||||
PRECACHE_MODEL("models/p_nail.mdl");
|
||||
PRECACHE_MODEL("models/p_nail2.mdl");
|
||||
PRECACHE_MODEL("models/p_light.mdl");
|
||||
PRECACHE_MODEL("models/p_shot.mdl");
|
||||
|
||||
|
||||
// Weapon effect models
|
||||
PRECACHE_MODEL("models/rocket.mdl"); // rocket
|
||||
PRECACHE_MODEL("models/grenade.mdl"); // grenade
|
||||
g_sModelIndexNail = PRECACHE_MODEL("models/spike.mdl");
|
||||
g_sModelIndexLaser = PRECACHE_MODEL("sprites/laserbeam.spr");
|
||||
PRECACHE_MODEL("sprites/smoke.spr");
|
||||
|
||||
// Powerup models
|
||||
|
||||
// Powerup sounds
|
||||
PRECACHE_SOUND("items/damage3.wav");
|
||||
PRECACHE_SOUND("items/sight1.wav");
|
||||
|
||||
// Teleport sounds
|
||||
PRECACHE_SOUND("misc/r_tele1.wav");
|
||||
PRECACHE_SOUND("misc/r_tele2.wav");
|
||||
PRECACHE_SOUND("misc/r_tele3.wav");
|
||||
PRECACHE_SOUND("misc/r_tele4.wav");
|
||||
PRECACHE_SOUND("misc/r_tele5.wav");
|
||||
|
||||
// Misc
|
||||
PRECACHE_SOUND("weapons/lock4.wav");
|
||||
PRECACHE_SOUND("weapons/pkup.wav");
|
||||
PRECACHE_SOUND("items/itembk2.wav");
|
||||
PRECACHE_MODEL("models/backpack.mdl");
|
||||
}
|
||||
|
||||
//================================================================================================
|
||||
// WEAPON SELECTION
|
||||
//================================================================================================
|
||||
// Return the ID of the best weapon being carried by the player
|
||||
int CBasePlayer::W_BestWeapon()
|
||||
{
|
||||
if (pev->waterlevel <= 1 && m_iAmmoCells >= 1 && (m_iQuakeItems & IT_LIGHTNING) )
|
||||
return IT_LIGHTNING;
|
||||
else if(m_iAmmoNails >= 2 && (m_iQuakeItems & IT_SUPER_NAILGUN) )
|
||||
return IT_SUPER_NAILGUN;
|
||||
else if(m_iAmmoShells >= 2 && (m_iQuakeItems & IT_SUPER_SHOTGUN) )
|
||||
return IT_SUPER_SHOTGUN;
|
||||
else if(m_iAmmoNails >= 1 && (m_iQuakeItems & IT_NAILGUN) )
|
||||
return IT_NAILGUN;
|
||||
else if(m_iAmmoShells >= 1 && (m_iQuakeItems & IT_SHOTGUN) )
|
||||
return IT_SHOTGUN;
|
||||
|
||||
return IT_AXE;
|
||||
}
|
||||
|
||||
// Weapon setup after weapon switch
|
||||
void CBasePlayer::W_SetCurrentAmmo( int sendanim /* = 1 */ )
|
||||
{
|
||||
m_iQuakeItems &= ~(IT_SHELLS | IT_NAILS | IT_ROCKETS | IT_CELLS);
|
||||
int iszViewModel = 0;
|
||||
char *viewmodel = "";
|
||||
int iszWeaponModel = 0;
|
||||
char *szAnimExt = NULL;
|
||||
|
||||
// Find out what weapon the player's using
|
||||
if (m_iQuakeWeapon == IT_AXE)
|
||||
{
|
||||
m_pCurrentAmmo = NULL;
|
||||
viewmodel = "models/v_crowbar.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
szAnimExt = "crowbar";
|
||||
iszWeaponModel = MAKE_STRING("models/p_crowbar.mdl");
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoShells;
|
||||
viewmodel = "models/v_shot.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
iszWeaponModel = MAKE_STRING("models/p_shot.mdl");
|
||||
m_iQuakeItems |= IT_SHELLS;
|
||||
szAnimExt = "shotgun";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoShells;
|
||||
viewmodel = "models/v_shot2.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
iszWeaponModel = MAKE_STRING("models/p_shot2.mdl");
|
||||
m_iQuakeItems |= IT_SHELLS;
|
||||
szAnimExt = "shotgun";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoNails;
|
||||
viewmodel = "models/v_nail.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
iszWeaponModel = MAKE_STRING("models/p_nail.mdl");
|
||||
m_iQuakeItems |= IT_NAILS;
|
||||
szAnimExt = "mp5";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoNails;
|
||||
viewmodel = "models/v_nail2.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
iszWeaponModel = MAKE_STRING("models/p_nail2.mdl");
|
||||
m_iQuakeItems |= IT_NAILS;
|
||||
szAnimExt = "mp5";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoRockets;
|
||||
viewmodel = "models/v_rock.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
m_iQuakeItems |= IT_ROCKETS;
|
||||
iszWeaponModel = MAKE_STRING("models/p_rock.mdl");
|
||||
szAnimExt = "gauss";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoRockets;
|
||||
viewmodel = "models/v_rock2.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
m_iQuakeItems |= IT_ROCKETS;
|
||||
iszWeaponModel = MAKE_STRING("models/p_rock2.mdl");
|
||||
szAnimExt = "gauss";
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_LIGHTNING)
|
||||
{
|
||||
m_pCurrentAmmo = &m_iAmmoCells;
|
||||
viewmodel = "models/v_light.mdl";
|
||||
iszViewModel = MAKE_STRING(viewmodel);
|
||||
iszWeaponModel = MAKE_STRING("models/p_light.mdl");
|
||||
m_iQuakeItems |= IT_CELLS;
|
||||
szAnimExt = "gauss";
|
||||
}
|
||||
else
|
||||
{
|
||||
m_pCurrentAmmo = NULL;
|
||||
}
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
|
||||
pev->viewmodel = iszViewModel;
|
||||
|
||||
pev->weaponmodel = iszWeaponModel;
|
||||
strcpy( m_szAnimExtention, szAnimExt );
|
||||
|
||||
#else
|
||||
{
|
||||
|
||||
int HUD_GetModelIndex( char *modelname );
|
||||
pev->viewmodel = HUD_GetModelIndex( viewmodel );
|
||||
|
||||
cl_entity_t *view;
|
||||
view = GetViewEntity();
|
||||
|
||||
//Adrian - The actual "magic" is done in the
|
||||
//Studio drawing code.
|
||||
if ( m_iQuakeItems & IT_INVISIBILITY )
|
||||
{
|
||||
if( view )
|
||||
{
|
||||
view->curstate.renderfx = kRenderFxGlowShell;
|
||||
view->curstate.renderamt = 5;
|
||||
|
||||
view->curstate.rendercolor.r = 125;
|
||||
view->curstate.rendercolor.g = 125;
|
||||
view->curstate.rendercolor.b = 125;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if ( m_iQuakeItems & IT_INVULNERABILITY )
|
||||
{
|
||||
if( view )
|
||||
{
|
||||
view->curstate.renderfx = kRenderFxGlowShell;
|
||||
view->curstate.renderamt = 15;
|
||||
|
||||
view->curstate.rendercolor.r = 255;
|
||||
view->curstate.rendercolor.g = 125;
|
||||
view->curstate.rendercolor.b = 125;
|
||||
}
|
||||
}
|
||||
else if ( m_iQuakeItems & IT_QUAD )
|
||||
{
|
||||
if( view )
|
||||
{
|
||||
view->curstate.renderfx = kRenderFxGlowShell;
|
||||
view->curstate.renderamt = 15;
|
||||
|
||||
view->curstate.rendercolor.r = 125;
|
||||
view->curstate.rendercolor.g = 125;
|
||||
view->curstate.rendercolor.b = 255;
|
||||
}
|
||||
}
|
||||
else if ( m_iQuakeItems & ( IT_INVULNERABILITY | IT_QUAD ) )
|
||||
{
|
||||
if( view )
|
||||
{
|
||||
view->curstate.renderfx = kRenderFxGlowShell;
|
||||
view->curstate.renderamt = 15;
|
||||
|
||||
view->curstate.rendercolor.r = 255;
|
||||
view->curstate.rendercolor.g = 125;
|
||||
view->curstate.rendercolor.b = 255;
|
||||
}
|
||||
}
|
||||
else
|
||||
view->curstate.renderfx = kRenderFxNone; // Clear it.
|
||||
}
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Return TRUE if the weapon still has ammo
|
||||
BOOL CBasePlayer::W_CheckNoAmmo()
|
||||
{
|
||||
if ( m_pCurrentAmmo && *m_pCurrentAmmo > 0 )
|
||||
return TRUE;
|
||||
|
||||
if ( m_iQuakeWeapon == IT_AXE )
|
||||
return TRUE;
|
||||
|
||||
if ( m_iQuakeWeapon == IT_LIGHTNING )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
|
||||
|
||||
if ( m_pActiveItem )
|
||||
((CQuakeGun*)m_pActiveItem)->DestroyEffect();
|
||||
}
|
||||
|
||||
m_iQuakeWeapon = W_BestWeapon();
|
||||
W_SetCurrentAmmo();
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Change to the specified weapon
|
||||
void CBasePlayer::W_ChangeWeapon( int iWeaponNumber )
|
||||
{
|
||||
if ( m_iQuakeWeapon == IT_LIGHTNING )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
|
||||
|
||||
if ( m_pActiveItem )
|
||||
((CQuakeGun*)m_pActiveItem)->DestroyEffect();
|
||||
}
|
||||
|
||||
int iWeapon = 0;
|
||||
BOOL bHaveAmmo = TRUE;
|
||||
|
||||
if (iWeaponNumber == 1)
|
||||
{
|
||||
iWeapon = IT_AXE;
|
||||
}
|
||||
else if (iWeaponNumber == 2)
|
||||
{
|
||||
iWeapon = IT_SHOTGUN;
|
||||
if (m_iAmmoShells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 3)
|
||||
{
|
||||
iWeapon = IT_SUPER_SHOTGUN;
|
||||
if (m_iAmmoShells < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 4)
|
||||
{
|
||||
iWeapon = IT_NAILGUN;
|
||||
if (m_iAmmoNails < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 5)
|
||||
{
|
||||
iWeapon = IT_SUPER_NAILGUN;
|
||||
if (m_iAmmoNails < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 6)
|
||||
{
|
||||
iWeapon = IT_GRENADE_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 7)
|
||||
{
|
||||
iWeapon = IT_ROCKET_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (iWeaponNumber == 8)
|
||||
{
|
||||
iWeapon = IT_LIGHTNING;
|
||||
|
||||
if (m_iAmmoCells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
|
||||
// Have the weapon?
|
||||
if ( !(m_iQuakeItems & iWeapon) )
|
||||
{
|
||||
ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Weapon" );
|
||||
return;
|
||||
}
|
||||
|
||||
// Have ammo for it?
|
||||
if ( !bHaveAmmo )
|
||||
{
|
||||
ClientPrint( pev, HUD_PRINTCONSOLE, "#No_Ammo" );
|
||||
return;
|
||||
}
|
||||
|
||||
// Set weapon, update ammo
|
||||
m_iQuakeWeapon = iWeapon;
|
||||
W_SetCurrentAmmo();
|
||||
|
||||
#ifdef CLIENT_DLL
|
||||
g_flLightTime = 0.0;
|
||||
#endif
|
||||
}
|
||||
|
||||
// Go to the next weapon with ammo
|
||||
void CBasePlayer::W_CycleWeaponCommand( void )
|
||||
{
|
||||
while (1)
|
||||
{
|
||||
BOOL bHaveAmmo = TRUE;
|
||||
|
||||
if (m_iQuakeWeapon == IT_LIGHTNING)
|
||||
{
|
||||
m_iQuakeWeapon = IT_EXTRA_WEAPON;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
|
||||
{
|
||||
m_iQuakeWeapon = IT_AXE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_AXE)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SHOTGUN;
|
||||
if (m_iAmmoShells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SUPER_SHOTGUN;
|
||||
if (m_iAmmoShells < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_NAILGUN;
|
||||
if (m_iAmmoNails < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SUPER_NAILGUN;
|
||||
if (m_iAmmoNails < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_GRENADE_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
m_iQuakeWeapon = IT_ROCKET_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
m_iQuakeWeapon = IT_LIGHTNING;
|
||||
if (m_iAmmoCells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
|
||||
if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo )
|
||||
{
|
||||
W_SetCurrentAmmo();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
// Go to the prev weapon with ammo
|
||||
void CBasePlayer::W_CycleWeaponReverseCommand()
|
||||
{
|
||||
while (1)
|
||||
{
|
||||
BOOL bHaveAmmo = TRUE;
|
||||
|
||||
if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
|
||||
{
|
||||
m_iQuakeWeapon = IT_LIGHTNING;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_LIGHTNING)
|
||||
{
|
||||
m_iQuakeWeapon = IT_ROCKET_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
m_iQuakeWeapon = IT_GRENADE_LAUNCHER;
|
||||
if (m_iAmmoRockets < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SUPER_NAILGUN;
|
||||
if (m_iAmmoNails < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_NAILGUN;
|
||||
if (m_iAmmoNails < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SUPER_SHOTGUN;
|
||||
if (m_iAmmoShells < 2)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_SHOTGUN;
|
||||
if (m_iAmmoShells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||||
{
|
||||
m_iQuakeWeapon = IT_AXE;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_AXE)
|
||||
{
|
||||
m_iQuakeWeapon = IT_EXTRA_WEAPON;
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_EXTRA_WEAPON)
|
||||
{
|
||||
m_iQuakeWeapon = IT_LIGHTNING;
|
||||
if (m_iAmmoCells < 1)
|
||||
bHaveAmmo = FALSE;
|
||||
}
|
||||
|
||||
|
||||
if ( (m_iQuakeItems & m_iQuakeWeapon) && bHaveAmmo )
|
||||
{
|
||||
W_SetCurrentAmmo();
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//================================================================================================
|
||||
// WEAPON FUNCTIONS
|
||||
//================================================================================================
|
||||
// Returns true if the inflictor can directly damage the target. Used for explosions and melee attacks.
|
||||
float Q_CanDamage(CBaseEntity *pTarget, CBaseEntity *pInflictor)
|
||||
{
|
||||
TraceResult trace;
|
||||
|
||||
// bmodels need special checking because their origin is 0,0,0
|
||||
if (pTarget->pev->movetype == MOVETYPE_PUSH)
|
||||
{
|
||||
UTIL_TraceLine( pInflictor->pev->origin, 0.5 * (pTarget->pev->absmin + pTarget->pev->absmax), ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity == pTarget)
|
||||
return TRUE;
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin, ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,15,0), ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,-15,0), ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(-15,15,0), ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
UTIL_TraceLine( pInflictor->pev->origin, pTarget->pev->origin + Vector(15,-15,0), ignore_monsters, NULL, &trace );
|
||||
if (trace.flFraction == 1)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
// Quake Bullet firing
|
||||
void CBasePlayer::Q_FireBullets(int iShots, Vector vecDir, Vector vecSpread)
|
||||
{
|
||||
TraceResult trace;
|
||||
UTIL_MakeVectors(pev->v_angle);
|
||||
|
||||
Vector vecSrc = pev->origin + (gpGlobals->v_forward * 10);
|
||||
vecSrc.z = pev->absmin.z + (pev->size.z * 0.7);
|
||||
ClearMultiDamage();
|
||||
|
||||
while ( iShots > 0 )
|
||||
{
|
||||
Vector vecPath = vecDir + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.x * gpGlobals->v_right ) + ( RANDOM_FLOAT( -1, 1 ) * vecSpread.y * gpGlobals->v_up );
|
||||
Vector vecEnd = vecSrc + ( vecPath * 2048 );
|
||||
UTIL_TraceLine( vecSrc, vecEnd, dont_ignore_monsters, ENT(pev), &trace );
|
||||
if (trace.flFraction != 1.0)
|
||||
{
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity && pEntity->pev->takedamage && pEntity->IsPlayer() )
|
||||
{
|
||||
pEntity->TraceAttack(pev, 4, vecPath, &trace, DMG_BULLET);
|
||||
//AddMultiDamage(pev, pEntity, 4, DMG_BULLET);
|
||||
}
|
||||
else if ( pEntity && pEntity->pev->takedamage )
|
||||
{
|
||||
pEntity->TakeDamage( pev, pev, 4, DMG_BULLET );
|
||||
}
|
||||
}
|
||||
|
||||
iShots--;
|
||||
}
|
||||
|
||||
ApplyMultiDamage( pev, pev );
|
||||
}
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
// Quake Radius damage
|
||||
void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore )
|
||||
{
|
||||
CBaseEntity *pEnt = NULL;
|
||||
|
||||
while ( (pEnt = UTIL_FindEntityInSphere( pEnt, pInflictor->pev->origin, flDamage+40 )) != NULL )
|
||||
{
|
||||
if (pEnt != pIgnore)
|
||||
{
|
||||
if (pEnt->pev->takedamage)
|
||||
{
|
||||
Vector vecOrg = pEnt->pev->origin + ((pEnt->pev->mins + pEnt->pev->maxs) * 0.5);
|
||||
float flPoints = 0.5 * (pInflictor->pev->origin - vecOrg).Length();
|
||||
if (flPoints < 0)
|
||||
flPoints = 0;
|
||||
flPoints = flDamage - flPoints;
|
||||
|
||||
if (pEnt == pAttacker)
|
||||
flPoints = flPoints * 0.5;
|
||||
if (flPoints > 0)
|
||||
{
|
||||
if ( Q_CanDamage( pEnt, pInflictor ) )
|
||||
pEnt->TakeDamage( pInflictor->pev, pAttacker->pev, flPoints, DMG_GENERIC );
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
|
||||
// Lightning hit a target
|
||||
void LightningHit(CBaseEntity *pTarget, CBaseEntity *pAttacker, Vector vecHitPos, float flDamage, TraceResult *ptr, Vector vecDir )
|
||||
{
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
SpawnBlood( vecHitPos, BLOOD_COLOR_RED, flDamage * 1.5 );
|
||||
|
||||
if ( g_pGameRules->PlayerRelationship( pTarget, pAttacker ) != GR_TEAMMATE )
|
||||
{
|
||||
|
||||
pTarget->TakeDamage( pAttacker->pev, pAttacker->pev, flDamage, DMG_GENERIC );
|
||||
pTarget->TraceBleed( flDamage, vecDir, ptr, DMG_BULLET ); // have to use DMG_BULLET or it wont spawn.
|
||||
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Lightning Damage
|
||||
void CBasePlayer::LightningDamage( Vector p1, Vector p2, CBaseEntity *pAttacker, float flDamage, Vector vecDir)
|
||||
{
|
||||
#if !defined( CLIENT_DLL )
|
||||
TraceResult trace;
|
||||
Vector vecThru = (p2 - p1).Normalize();
|
||||
vecThru.x = 0 - vecThru.y;
|
||||
vecThru.y = vecThru.x;
|
||||
vecThru.z = 0;
|
||||
vecThru = vecThru * 16;
|
||||
|
||||
CBaseEntity *pEntity1 = NULL;
|
||||
CBaseEntity *pEntity2 = NULL;
|
||||
|
||||
// Hit first target?
|
||||
UTIL_TraceLine( p1, p2, dont_ignore_monsters, ENT(pev), &trace );
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity && pEntity->pev->takedamage)
|
||||
{
|
||||
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||||
}
|
||||
pEntity1 = pEntity;
|
||||
|
||||
// Hit second target?
|
||||
UTIL_TraceLine( p1 + vecThru, p2 + vecThru, dont_ignore_monsters, ENT(pev), &trace );
|
||||
pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity && pEntity != pEntity1 && pEntity->pev->takedamage)
|
||||
{
|
||||
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||||
}
|
||||
pEntity2 = pEntity;
|
||||
|
||||
// Hit third target?
|
||||
UTIL_TraceLine( p1 - vecThru, p2 - vecThru, dont_ignore_monsters, ENT(pev), &trace );
|
||||
pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity && pEntity != pEntity1 && pEntity != pEntity2 && pEntity->pev->takedamage)
|
||||
{
|
||||
LightningHit(pEntity, pAttacker, trace.vecEndPos, flDamage, &trace, vecDir );
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
//================================================================================================
|
||||
// WEAPON FIRING
|
||||
//================================================================================================
|
||||
// Axe
|
||||
void CBasePlayer::W_FireAxe()
|
||||
{
|
||||
TraceResult trace;
|
||||
Vector vecSrc = pev->origin + Vector(0, 0, 16);
|
||||
|
||||
// Swing forward 64 units
|
||||
UTIL_MakeVectors(pev->v_angle);
|
||||
UTIL_TraceLine( vecSrc, vecSrc + (gpGlobals->v_forward * 64), dont_ignore_monsters, ENT(pev), &trace );
|
||||
if (trace.flFraction == 1.0)
|
||||
return;
|
||||
|
||||
Vector vecOrg = trace.vecEndPos - gpGlobals->v_forward * 4;
|
||||
|
||||
CBaseEntity *pEntity = CBaseEntity::Instance(trace.pHit);
|
||||
if (pEntity && pEntity->pev->takedamage)
|
||||
{
|
||||
pEntity->m_bAxHitMe = TRUE;
|
||||
int iDmg = 20;
|
||||
if (gpGlobals->deathmatch > 3)
|
||||
iDmg = 75;
|
||||
|
||||
pEntity->TakeDamage( pev, pev, iDmg, DMG_GENERIC );
|
||||
|
||||
#ifndef CLIENT_DLL
|
||||
if ( g_pGameRules->PlayerRelationship( this, pEntity ) != GR_TEAMMATE )
|
||||
SpawnBlood( vecOrg, BLOOD_COLOR_RED, iDmg * 4 ); // Make a lot of Blood!
|
||||
#endif
|
||||
}
|
||||
}
|
||||
|
||||
// Single barrel shotgun
|
||||
void CBasePlayer::W_FireShotgun( int iQuadSound )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunSingle, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 1;
|
||||
|
||||
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
Q_FireBullets(6, vecDir, Vector(0.04, 0.04, 0) );
|
||||
}
|
||||
|
||||
// Double barrel shotgun
|
||||
void CBasePlayer::W_FireSuperShotgun( int iQuadSound )
|
||||
{
|
||||
if (*m_pCurrentAmmo == 1)
|
||||
{
|
||||
W_FireShotgun( iQuadSound );
|
||||
return;
|
||||
}
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usShotgunDouble, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 2;
|
||||
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
Q_FireBullets(14, vecDir, Vector(0.14, 0.08, 0) );
|
||||
};
|
||||
|
||||
// Rocket launcher
|
||||
void CBasePlayer::W_FireRocket( int iQuadSound )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usRocket, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 1;
|
||||
|
||||
// Create the rocket
|
||||
UTIL_MakeVectors( pev->v_angle );
|
||||
Vector vecOrg = pev->origin + (gpGlobals->v_forward * 8) + Vector(0,0,16);
|
||||
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
CQuakeRocket::CreateRocket( vecOrg, vecDir, this );
|
||||
}
|
||||
|
||||
// Grenade launcher
|
||||
void CBasePlayer::W_FireGrenade( int iQuadSound )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usGrenade, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 1;
|
||||
|
||||
// Get initial velocity
|
||||
UTIL_MakeVectors( pev->v_angle );
|
||||
Vector vecVelocity;
|
||||
if ( pev->v_angle.x )
|
||||
{
|
||||
vecVelocity = gpGlobals->v_forward * 600 + gpGlobals->v_up * 200 + RANDOM_FLOAT(-1,1) * gpGlobals->v_right * 10 + RANDOM_FLOAT(-1,1) * gpGlobals->v_up * 10;
|
||||
}
|
||||
else
|
||||
{
|
||||
vecVelocity = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
vecVelocity = vecVelocity * 600;
|
||||
vecVelocity.z = 200;
|
||||
}
|
||||
|
||||
// Create the grenade
|
||||
CQuakeRocket::CreateGrenade( pev->origin, vecVelocity, this );
|
||||
}
|
||||
|
||||
// Lightning Gun
|
||||
void CBasePlayer::W_FireLightning( int iQuadSound )
|
||||
{
|
||||
if (*m_pCurrentAmmo < 1)
|
||||
{
|
||||
//This should already be IT_LIGHTNING but what the heck.
|
||||
if ( m_iQuakeWeapon == IT_LIGHTNING )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, 0, 1, 0, 0 );
|
||||
|
||||
if ( m_pActiveItem )
|
||||
((CQuakeGun*)m_pActiveItem)->DestroyEffect();
|
||||
}
|
||||
|
||||
m_iQuakeWeapon = W_BestWeapon ();
|
||||
W_SetCurrentAmmo();
|
||||
return;
|
||||
}
|
||||
|
||||
bool playsound = false;
|
||||
|
||||
// Make lightning sound every 0.6 seconds
|
||||
if ( m_flLightningTime <= gpGlobals->time )
|
||||
{
|
||||
playsound = true;
|
||||
m_flLightningTime = gpGlobals->time + 0.6;
|
||||
}
|
||||
|
||||
// explode if under water
|
||||
if (pev->waterlevel > 1)
|
||||
{
|
||||
if ( (gpGlobals->deathmatch > 3) && (RANDOM_FLOAT(0, 1) <= 0.5) )
|
||||
{
|
||||
strcpy( gszQ_DeathType, "selfwater" );
|
||||
TakeDamage( pev, pev, 4000, DMG_GENERIC );
|
||||
}
|
||||
else
|
||||
{
|
||||
float flCellsBurnt = *m_pCurrentAmmo;
|
||||
*m_pCurrentAmmo = 0;
|
||||
W_SetCurrentAmmo();
|
||||
#if !defined( CLIENT_DLL )
|
||||
Q_RadiusDamage( this, this, 35 * flCellsBurnt, NULL );
|
||||
#endif
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usLightning, 0, (float *)&pev->origin, (float *)&pev->angles, 0.0, 0.0, iQuadSound, 0, playsound, 0 );
|
||||
|
||||
#if !defined( CLIENT_DLL )
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 1;
|
||||
|
||||
// Lightning bolt effect
|
||||
TraceResult trace;
|
||||
Vector vecOrg = pev->origin + Vector(0,0,16);
|
||||
UTIL_MakeVectors( pev->v_angle );
|
||||
UTIL_TraceLine( vecOrg, vecOrg + (gpGlobals->v_forward * 600), ignore_monsters, ENT(pev), &trace );
|
||||
|
||||
Vector vecDir = gpGlobals->v_forward + ( 0.001 * gpGlobals->v_right ) + ( 0.001 * gpGlobals->v_up );
|
||||
// Do damage
|
||||
LightningDamage(pev->origin, trace.vecEndPos + (gpGlobals->v_forward * 4), this, 30, vecDir );
|
||||
|
||||
#endif
|
||||
}
|
||||
|
||||
// Super Nailgun
|
||||
void CBasePlayer::W_FireSuperSpikes( int iQuadSound )
|
||||
{
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSuperSpike, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0 ? 1 : 0, 0 );
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 2;
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
|
||||
// Fire the Nail
|
||||
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
CQuakeNail::CreateSuperNail( pev->origin + Vector(0,0,16), vecDir, this );
|
||||
}
|
||||
|
||||
// Nailgun
|
||||
void CBasePlayer::W_FireSpikes( int iQuadSound )
|
||||
{
|
||||
// If we're wielding the Super nailgun and we've got ammo for it, fire Super nails
|
||||
if (*m_pCurrentAmmo >= 2 && m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
W_FireSuperSpikes( iQuadSound );
|
||||
return;
|
||||
}
|
||||
|
||||
// Swap to next best weapon if this one just ran out
|
||||
if (*m_pCurrentAmmo < 1)
|
||||
{
|
||||
m_iQuakeWeapon = W_BestWeapon ();
|
||||
W_SetCurrentAmmo();
|
||||
return;
|
||||
}
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usSpike, 0.0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, m_iNailOffset > 0.0 ? 1 : 0, 0 );
|
||||
|
||||
// Fire left then right
|
||||
if (m_iNailOffset == 2)
|
||||
m_iNailOffset = -2;
|
||||
else
|
||||
m_iNailOffset = 2;
|
||||
|
||||
if (gpGlobals->deathmatch != 4 )
|
||||
*m_pCurrentAmmo -= 1;
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
|
||||
// Fire the nail
|
||||
UTIL_MakeVectors( pev->v_angle );
|
||||
Vector vecDir = GetAutoaimVector( AUTOAIM_5DEGREES );
|
||||
CQuakeNail::CreateNail( pev->origin + Vector(0,0,10) + (gpGlobals->v_right * m_iNailOffset), vecDir, this );
|
||||
}
|
||||
|
||||
//===============================================================================
|
||||
// PLAYER WEAPON USE
|
||||
//===============================================================================
|
||||
void CBasePlayer::W_Attack( int iQuadSound )
|
||||
{
|
||||
// Out of ammo?
|
||||
if ( !W_CheckNoAmmo() )
|
||||
return;
|
||||
|
||||
if ( m_iQuakeWeapon != IT_LIGHTNING )
|
||||
((CBasePlayerWeapon*)m_pActiveItem)->SendWeaponAnim( 1, 1 );
|
||||
|
||||
if (m_iQuakeWeapon == IT_AXE)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxeSwing, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
// Delay attack for 0.3
|
||||
m_flAxeFire = gpGlobals->time + 0.3;
|
||||
|
||||
PLAYBACK_EVENT_FULL( FEV_NOTHOST, edict(), m_usAxe, 0.3, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, iQuadSound, 0, 0, 0 );
|
||||
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SHOTGUN)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.5;
|
||||
|
||||
W_FireShotgun( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_SHOTGUN)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.7;
|
||||
|
||||
W_FireSuperShotgun( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_NAILGUN)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
|
||||
W_FireSpikes( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_SUPER_NAILGUN)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
W_FireSpikes( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_GRENADE_LAUNCHER)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.6;
|
||||
|
||||
W_FireGrenade( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_ROCKET_LAUNCHER)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.8;
|
||||
|
||||
W_FireRocket( iQuadSound );
|
||||
}
|
||||
else if (m_iQuakeWeapon == IT_LIGHTNING)
|
||||
{
|
||||
m_flNextAttack = UTIL_WeaponTimeBase() + 0.1;
|
||||
|
||||
// Play the lightning start sound if gun just started firing
|
||||
if (m_afButtonPressed & IN_ATTACK)
|
||||
EMIT_SOUND(ENT(pev), CHAN_AUTO, "weapons/lstart.wav", 1, ATTN_NORM);
|
||||
|
||||
W_FireLightning( iQuadSound );
|
||||
}
|
||||
|
||||
// Make player attack
|
||||
if ( pev->health >= 0 )
|
||||
SetAnimation( PLAYER_ATTACK1 );
|
||||
}
|
||||
177
hlsdk/dmc/dlls/saverestore.h
Normal file
177
hlsdk/dmc/dlls/saverestore.h
Normal file
@@ -0,0 +1,177 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
// Implementation in UTIL.CPP
|
||||
#ifndef SAVERESTORE_H
|
||||
#define SAVERESTORE_H
|
||||
|
||||
class CBaseEntity;
|
||||
|
||||
class CSaveRestoreBuffer
|
||||
{
|
||||
public:
|
||||
CSaveRestoreBuffer( void );
|
||||
CSaveRestoreBuffer( SAVERESTOREDATA *pdata );
|
||||
virtual ~CSaveRestoreBuffer( void );
|
||||
|
||||
int EntityIndex( entvars_t *pevLookup );
|
||||
int EntityIndex( edict_t *pentLookup );
|
||||
int EntityIndex( EOFFSET eoLookup );
|
||||
int EntityIndex( CBaseEntity *pEntity );
|
||||
|
||||
int EntityFlags( int entityIndex, int flags ) { return EntityFlagsSet( entityIndex, 0 ); }
|
||||
int EntityFlagsSet( int entityIndex, int flags );
|
||||
|
||||
edict_t *EntityFromIndex( int entityIndex );
|
||||
|
||||
unsigned short TokenHash( const char *pszToken );
|
||||
|
||||
protected:
|
||||
SAVERESTOREDATA *m_pdata;
|
||||
void BufferRewind( int size );
|
||||
unsigned int HashString( const char *pszToken );
|
||||
private:
|
||||
// effc++ rule 11
|
||||
void operator=(CSaveRestoreBuffer&);
|
||||
CSaveRestoreBuffer(const CSaveRestoreBuffer&);
|
||||
};
|
||||
|
||||
|
||||
class CSave : public CSaveRestoreBuffer
|
||||
{
|
||||
public:
|
||||
CSave( SAVERESTOREDATA *pdata ) : CSaveRestoreBuffer( pdata ) {};
|
||||
|
||||
void WriteShort( const char *pname, const short *value, int count );
|
||||
void WriteInt( const char *pname, const int *value, int count ); // Save an int
|
||||
void WriteFloat( const char *pname, const float *value, int count ); // Save a float
|
||||
void WriteTime( const char *pname, const float *value, int count ); // Save a float (timevalue)
|
||||
void WriteData( const char *pname, int size, const char *pdata ); // Save a binary data block
|
||||
void WriteString( const char *pname, const char *pstring ); // Save a null-terminated string
|
||||
void WriteString( const char *pname, const int *stringId, int count ); // Save a null-terminated string (engine string)
|
||||
void WriteVector( const char *pname, const Vector &value ); // Save a vector
|
||||
void WriteVector( const char *pname, const float *value, int count ); // Save a vector
|
||||
void WritePositionVector( const char *pname, const Vector &value ); // Offset for landmark if necessary
|
||||
void WritePositionVector( const char *pname, const float *value, int count ); // array of pos vectors
|
||||
void WriteFunction( const char *pname, const int *value, int count ); // Save a function pointer
|
||||
int WriteEntVars( const char *pname, entvars_t *pev ); // Save entvars_t (entvars_t)
|
||||
int WriteFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
|
||||
|
||||
private:
|
||||
int DataEmpty( const char *pdata, int size );
|
||||
void BufferField( const char *pname, int size, const char *pdata );
|
||||
void BufferString( char *pdata, int len );
|
||||
void BufferData( const char *pdata, int size );
|
||||
void BufferHeader( const char *pname, int size );
|
||||
};
|
||||
|
||||
typedef struct
|
||||
{
|
||||
unsigned short size;
|
||||
unsigned short token;
|
||||
char *pData;
|
||||
} HEADER;
|
||||
|
||||
class CRestore : public CSaveRestoreBuffer
|
||||
{
|
||||
public:
|
||||
CRestore( SAVERESTOREDATA *pdata ) : CSaveRestoreBuffer( pdata ), m_global(0), m_precache(TRUE) { }
|
||||
|
||||
int ReadEntVars( const char *pname, entvars_t *pev ); // entvars_t
|
||||
int ReadFields( const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount );
|
||||
int ReadField( void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount, int startField, int size, char *pName, void *pData );
|
||||
int ReadInt( void );
|
||||
short ReadShort( void );
|
||||
int ReadNamedInt( const char *pName );
|
||||
char *ReadNamedString( const char *pName );
|
||||
int Empty( void ) { return (m_pdata == NULL) || ((m_pdata->pCurrentData-m_pdata->pBaseData)>=m_pdata->bufferSize); }
|
||||
inline void SetGlobalMode( int global ) { m_global = global; }
|
||||
void PrecacheMode( BOOL mode ) { m_precache = mode; }
|
||||
|
||||
private:
|
||||
char *BufferPointer( void );
|
||||
void BufferReadBytes( char *pOutput, int size );
|
||||
void BufferSkipBytes( int bytes );
|
||||
int BufferSkipZString( void );
|
||||
int BufferCheckZString( const char *string );
|
||||
|
||||
void BufferReadHeader( HEADER *pheader );
|
||||
|
||||
int m_global; // Restoring a global entity?
|
||||
BOOL m_precache;
|
||||
};
|
||||
|
||||
#define MAX_ENTITYARRAY 64
|
||||
|
||||
//#define ARRAYSIZE(p) (sizeof(p)/sizeof(p[0]))
|
||||
|
||||
#define IMPLEMENT_SAVERESTORE(derivedClass,baseClass) \
|
||||
int derivedClass::Save( CSave &save )\
|
||||
{\
|
||||
if ( !baseClass::Save(save) )\
|
||||
return 0;\
|
||||
return save.WriteFields( #derivedClass, this, m_SaveData, ARRAYSIZE(m_SaveData) );\
|
||||
}\
|
||||
int derivedClass::Restore( CRestore &restore )\
|
||||
{\
|
||||
if ( !baseClass::Restore(restore) )\
|
||||
return 0;\
|
||||
return restore.ReadFields( #derivedClass, this, m_SaveData, ARRAYSIZE(m_SaveData) );\
|
||||
}
|
||||
|
||||
|
||||
typedef enum { GLOBAL_OFF = 0, GLOBAL_ON = 1, GLOBAL_DEAD = 2 } GLOBALESTATE;
|
||||
|
||||
typedef struct globalentity_s globalentity_t;
|
||||
|
||||
struct globalentity_s
|
||||
{
|
||||
char name[64];
|
||||
char levelName[32];
|
||||
GLOBALESTATE state;
|
||||
globalentity_t *pNext;
|
||||
};
|
||||
|
||||
class CGlobalState
|
||||
{
|
||||
public:
|
||||
CGlobalState();
|
||||
void Reset( void );
|
||||
void ClearStates( void );
|
||||
void EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state );
|
||||
void EntitySetState( string_t globalname, GLOBALESTATE state );
|
||||
void EntityUpdate( string_t globalname, string_t mapname );
|
||||
const globalentity_t *EntityFromTable( string_t globalname );
|
||||
GLOBALESTATE EntityGetState( string_t globalname );
|
||||
int EntityInTable( string_t globalname ) { return (Find( globalname ) != NULL) ? 1 : 0; }
|
||||
int Save( CSave &save );
|
||||
int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
//#ifdef _DEBUG
|
||||
void DumpGlobals( void );
|
||||
//#endif
|
||||
|
||||
private:
|
||||
globalentity_t *Find( string_t globalname );
|
||||
globalentity_t *m_pList;
|
||||
int m_listCount;
|
||||
// effc++ rule 11
|
||||
void operator=(CGlobalState&);
|
||||
CGlobalState(const CGlobalState&);
|
||||
};
|
||||
|
||||
extern CGlobalState gGlobalState;
|
||||
|
||||
#endif //SAVERESTORE_H
|
||||
39
hlsdk/dmc/dlls/schedule.cpp
Normal file
39
hlsdk/dmc/dlls/schedule.cpp
Normal file
@@ -0,0 +1,39 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002,, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// schedule.cpp - functions and data pertaining to the
|
||||
// monsters' AI scheduling system.
|
||||
//=========================================================
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "animation.h"
|
||||
#include "scripted.h"
|
||||
#include "nodes.h"
|
||||
#include "defaultai.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
BOOL CBaseMonster :: FHaveSchedule( void ) { return FALSE; };
|
||||
void CBaseMonster :: ClearSchedule( void ) { };
|
||||
BOOL CBaseMonster :: FScheduleDone ( void ) { return FALSE; };
|
||||
void CBaseMonster :: ChangeSchedule ( Schedule_t *pNewSchedule ) { };
|
||||
void CBaseMonster :: NextScheduledTask ( void ) { };
|
||||
int CBaseMonster :: IScheduleFlags ( void ) { return 0; };
|
||||
BOOL CBaseMonster :: FScheduleValid ( void ) { return FALSE; };
|
||||
void CBaseMonster :: MaintainSchedule ( void ) { };
|
||||
void CBaseMonster :: SetTurnActivity ( void ) { };
|
||||
Task_t *CBaseMonster :: GetTask ( void ) { return NULL; };
|
||||
290
hlsdk/dmc/dlls/schedule.h
Normal file
290
hlsdk/dmc/dlls/schedule.h
Normal file
@@ -0,0 +1,290 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Scheduling
|
||||
//=========================================================
|
||||
|
||||
#ifndef SCHEDULE_H
|
||||
#define SCHEDULE_H
|
||||
|
||||
#define TASKSTATUS_NEW 0 // Just started
|
||||
#define TASKSTATUS_RUNNING 1 // Running task & movement
|
||||
#define TASKSTATUS_RUNNING_MOVEMENT 2 // Just running movement
|
||||
#define TASKSTATUS_RUNNING_TASK 3 // Just running task
|
||||
#define TASKSTATUS_COMPLETE 4 // Completed, get next task
|
||||
|
||||
|
||||
//=========================================================
|
||||
// These are the schedule types
|
||||
//=========================================================
|
||||
typedef enum
|
||||
{
|
||||
SCHED_NONE = 0,
|
||||
SCHED_IDLE_STAND,
|
||||
SCHED_IDLE_WALK,
|
||||
SCHED_WAKE_ANGRY,
|
||||
SCHED_WAKE_CALLED,
|
||||
SCHED_ALERT_FACE,
|
||||
SCHED_ALERT_SMALL_FLINCH,
|
||||
SCHED_ALERT_BIG_FLINCH,
|
||||
SCHED_ALERT_STAND,
|
||||
SCHED_INVESTIGATE_SOUND,
|
||||
SCHED_COMBAT_FACE,
|
||||
SCHED_COMBAT_STAND,
|
||||
SCHED_CHASE_ENEMY,
|
||||
SCHED_CHASE_ENEMY_FAILED,
|
||||
SCHED_VICTORY_DANCE,
|
||||
SCHED_TARGET_FACE,
|
||||
SCHED_TARGET_CHASE,
|
||||
SCHED_SMALL_FLINCH,
|
||||
SCHED_TAKE_COVER_FROM_ENEMY,
|
||||
SCHED_TAKE_COVER_FROM_BEST_SOUND,
|
||||
SCHED_TAKE_COVER_FROM_ORIGIN,
|
||||
SCHED_COWER, // usually a last resort!
|
||||
SCHED_MELEE_ATTACK1,
|
||||
SCHED_MELEE_ATTACK2,
|
||||
SCHED_RANGE_ATTACK1,
|
||||
SCHED_RANGE_ATTACK2,
|
||||
SCHED_SPECIAL_ATTACK1,
|
||||
SCHED_SPECIAL_ATTACK2,
|
||||
SCHED_STANDOFF,
|
||||
SCHED_ARM_WEAPON,
|
||||
SCHED_RELOAD,
|
||||
SCHED_GUARD,
|
||||
SCHED_AMBUSH,
|
||||
SCHED_DIE,
|
||||
SCHED_WAIT_TRIGGER,
|
||||
SCHED_FOLLOW,
|
||||
SCHED_SLEEP,
|
||||
SCHED_WAKE,
|
||||
SCHED_BARNACLE_VICTIM_GRAB,
|
||||
SCHED_BARNACLE_VICTIM_CHOMP,
|
||||
SCHED_AISCRIPT,
|
||||
SCHED_FAIL,
|
||||
|
||||
LAST_COMMON_SCHEDULE // Leave this at the bottom
|
||||
} SCHEDULE_TYPE;
|
||||
|
||||
//=========================================================
|
||||
// These are the shared tasks
|
||||
//=========================================================
|
||||
typedef enum
|
||||
{
|
||||
TASK_INVALID = 0,
|
||||
TASK_WAIT,
|
||||
TASK_WAIT_FACE_ENEMY,
|
||||
TASK_WAIT_PVS,
|
||||
TASK_SUGGEST_STATE,
|
||||
TASK_WALK_TO_TARGET,
|
||||
TASK_RUN_TO_TARGET,
|
||||
TASK_MOVE_TO_TARGET_RANGE,
|
||||
TASK_GET_PATH_TO_ENEMY,
|
||||
TASK_GET_PATH_TO_ENEMY_LKP,
|
||||
TASK_GET_PATH_TO_ENEMY_CORPSE,
|
||||
TASK_GET_PATH_TO_LEADER,
|
||||
TASK_GET_PATH_TO_SPOT,
|
||||
TASK_GET_PATH_TO_TARGET,
|
||||
TASK_GET_PATH_TO_HINTNODE,
|
||||
TASK_GET_PATH_TO_LASTPOSITION,
|
||||
TASK_GET_PATH_TO_BESTSOUND,
|
||||
TASK_GET_PATH_TO_BESTSCENT,
|
||||
TASK_RUN_PATH,
|
||||
TASK_WALK_PATH,
|
||||
TASK_STRAFE_PATH,
|
||||
TASK_CLEAR_MOVE_WAIT,
|
||||
TASK_STORE_LASTPOSITION,
|
||||
TASK_CLEAR_LASTPOSITION,
|
||||
TASK_PLAY_ACTIVE_IDLE,
|
||||
TASK_FIND_HINTNODE,
|
||||
TASK_CLEAR_HINTNODE,
|
||||
TASK_SMALL_FLINCH,
|
||||
TASK_FACE_IDEAL,
|
||||
TASK_FACE_ROUTE,
|
||||
TASK_FACE_ENEMY,
|
||||
TASK_FACE_HINTNODE,
|
||||
TASK_FACE_TARGET,
|
||||
TASK_FACE_LASTPOSITION,
|
||||
TASK_RANGE_ATTACK1,
|
||||
TASK_RANGE_ATTACK2,
|
||||
TASK_MELEE_ATTACK1,
|
||||
TASK_MELEE_ATTACK2,
|
||||
TASK_RELOAD,
|
||||
TASK_RANGE_ATTACK1_NOTURN,
|
||||
TASK_RANGE_ATTACK2_NOTURN,
|
||||
TASK_MELEE_ATTACK1_NOTURN,
|
||||
TASK_MELEE_ATTACK2_NOTURN,
|
||||
TASK_RELOAD_NOTURN,
|
||||
TASK_SPECIAL_ATTACK1,
|
||||
TASK_SPECIAL_ATTACK2,
|
||||
TASK_CROUCH,
|
||||
TASK_STAND,
|
||||
TASK_GUARD,
|
||||
TASK_STEP_LEFT,
|
||||
TASK_STEP_RIGHT,
|
||||
TASK_STEP_FORWARD,
|
||||
TASK_STEP_BACK,
|
||||
TASK_DODGE_LEFT,
|
||||
TASK_DODGE_RIGHT,
|
||||
TASK_SOUND_ANGRY,
|
||||
TASK_SOUND_DEATH,
|
||||
TASK_SET_ACTIVITY,
|
||||
TASK_SET_SCHEDULE,
|
||||
TASK_SET_FAIL_SCHEDULE,
|
||||
TASK_CLEAR_FAIL_SCHEDULE,
|
||||
TASK_PLAY_SEQUENCE,
|
||||
TASK_PLAY_SEQUENCE_FACE_ENEMY,
|
||||
TASK_PLAY_SEQUENCE_FACE_TARGET,
|
||||
TASK_SOUND_IDLE,
|
||||
TASK_SOUND_WAKE,
|
||||
TASK_SOUND_PAIN,
|
||||
TASK_SOUND_DIE,
|
||||
TASK_FIND_COVER_FROM_BEST_SOUND,// tries lateral cover first, then node cover
|
||||
TASK_FIND_COVER_FROM_ENEMY,// tries lateral cover first, then node cover
|
||||
TASK_FIND_LATERAL_COVER_FROM_ENEMY,
|
||||
TASK_FIND_NODE_COVER_FROM_ENEMY,
|
||||
TASK_FIND_NEAR_NODE_COVER_FROM_ENEMY,// data for this one is the MAXIMUM acceptable distance to the cover.
|
||||
TASK_FIND_FAR_NODE_COVER_FROM_ENEMY,// data for this one is there MINIMUM aceptable distance to the cover.
|
||||
TASK_FIND_COVER_FROM_ORIGIN,
|
||||
TASK_EAT,
|
||||
TASK_DIE,
|
||||
TASK_WAIT_FOR_SCRIPT,
|
||||
TASK_PLAY_SCRIPT,
|
||||
TASK_ENABLE_SCRIPT,
|
||||
TASK_PLANT_ON_SCRIPT,
|
||||
TASK_FACE_SCRIPT,
|
||||
TASK_WAIT_RANDOM,
|
||||
TASK_WAIT_INDEFINITE,
|
||||
TASK_STOP_MOVING,
|
||||
TASK_TURN_LEFT,
|
||||
TASK_TURN_RIGHT,
|
||||
TASK_REMEMBER,
|
||||
TASK_FORGET,
|
||||
TASK_WAIT_FOR_MOVEMENT, // wait until MovementIsComplete()
|
||||
LAST_COMMON_TASK, // LEAVE THIS AT THE BOTTOM!! (sjb)
|
||||
} SHARED_TASKS;
|
||||
|
||||
|
||||
// These go in the flData member of the TASK_WALK_TO_TARGET, TASK_RUN_TO_TARGET
|
||||
enum
|
||||
{
|
||||
TARGET_MOVE_NORMAL = 0,
|
||||
TARGET_MOVE_SCRIPTED = 1,
|
||||
};
|
||||
|
||||
|
||||
// A goal should be used for a task that requires several schedules to complete.
|
||||
// The goal index should indicate which schedule (ordinally) the monster is running.
|
||||
// That way, when tasks fail, the AI can make decisions based on the context of the
|
||||
// current goal and sequence rather than just the current schedule.
|
||||
enum
|
||||
{
|
||||
GOAL_ATTACK_ENEMY,
|
||||
GOAL_MOVE,
|
||||
GOAL_TAKE_COVER,
|
||||
GOAL_MOVE_TARGET,
|
||||
GOAL_EAT,
|
||||
};
|
||||
|
||||
// an array of tasks is a task list
|
||||
// an array of schedules is a schedule list
|
||||
struct Task_t
|
||||
{
|
||||
|
||||
int iTask;
|
||||
float flData;
|
||||
};
|
||||
|
||||
struct Schedule_t
|
||||
{
|
||||
|
||||
Task_t *pTasklist;
|
||||
int cTasks;
|
||||
int iInterruptMask;// a bit mask of conditions that can interrupt this schedule
|
||||
|
||||
// a more specific mask that indicates which TYPES of sounds will interrupt the schedule in the
|
||||
// event that the schedule is broken by COND_HEAR_SOUND
|
||||
int iSoundMask;
|
||||
const char *pName;
|
||||
};
|
||||
|
||||
// an array of waypoints makes up the monster's route.
|
||||
// !!!LATER- this declaration doesn't belong in this file.
|
||||
struct WayPoint_t
|
||||
{
|
||||
Vector vecLocation;
|
||||
int iType;
|
||||
};
|
||||
|
||||
// these MoveFlag values are assigned to a WayPoint's TYPE in order to demonstrate the
|
||||
// type of movement the monster should use to get there.
|
||||
#define bits_MF_TO_TARGETENT ( 1 << 0 ) // local move to targetent.
|
||||
#define bits_MF_TO_ENEMY ( 1 << 1 ) // local move to enemy
|
||||
#define bits_MF_TO_COVER ( 1 << 2 ) // local move to a hiding place
|
||||
#define bits_MF_TO_DETOUR ( 1 << 3 ) // local move to detour point.
|
||||
#define bits_MF_TO_PATHCORNER ( 1 << 4 ) // local move to a path corner
|
||||
#define bits_MF_TO_NODE ( 1 << 5 ) // local move to a node
|
||||
#define bits_MF_TO_LOCATION ( 1 << 6 ) // local move to an arbitrary point
|
||||
#define bits_MF_IS_GOAL ( 1 << 7 ) // this waypoint is the goal of the whole move.
|
||||
#define bits_MF_DONT_SIMPLIFY ( 1 << 8 ) // Don't let the route code simplify this waypoint
|
||||
|
||||
// If you define any flags that aren't _TO_ flags, add them here so we can mask
|
||||
// them off when doing compares.
|
||||
#define bits_MF_NOT_TO_MASK (bits_MF_IS_GOAL | bits_MF_DONT_SIMPLIFY)
|
||||
|
||||
#define MOVEGOAL_NONE (0)
|
||||
#define MOVEGOAL_TARGETENT (bits_MF_TO_TARGETENT)
|
||||
#define MOVEGOAL_ENEMY (bits_MF_TO_ENEMY)
|
||||
#define MOVEGOAL_PATHCORNER (bits_MF_TO_PATHCORNER)
|
||||
#define MOVEGOAL_LOCATION (bits_MF_TO_LOCATION)
|
||||
#define MOVEGOAL_NODE (bits_MF_TO_NODE)
|
||||
|
||||
// these bits represent conditions that may befall the monster, of which some are allowed
|
||||
// to interrupt certain schedules.
|
||||
#define bits_COND_NO_AMMO_LOADED ( 1 << 0 ) // weapon needs to be reloaded!
|
||||
#define bits_COND_SEE_HATE ( 1 << 1 ) // see something that you hate
|
||||
#define bits_COND_SEE_FEAR ( 1 << 2 ) // see something that you are afraid of
|
||||
#define bits_COND_SEE_DISLIKE ( 1 << 3 ) // see something that you dislike
|
||||
#define bits_COND_SEE_ENEMY ( 1 << 4 ) // target entity is in full view.
|
||||
#define bits_COND_ENEMY_OCCLUDED ( 1 << 5 ) // target entity occluded by the world
|
||||
#define bits_COND_SMELL_FOOD ( 1 << 6 )
|
||||
#define bits_COND_ENEMY_TOOFAR ( 1 << 7 )
|
||||
#define bits_COND_LIGHT_DAMAGE ( 1 << 8 ) // hurt a little
|
||||
#define bits_COND_HEAVY_DAMAGE ( 1 << 9 ) // hurt a lot
|
||||
#define bits_COND_CAN_RANGE_ATTACK1 ( 1 << 10)
|
||||
#define bits_COND_CAN_MELEE_ATTACK1 ( 1 << 11)
|
||||
#define bits_COND_CAN_RANGE_ATTACK2 ( 1 << 12)
|
||||
#define bits_COND_CAN_MELEE_ATTACK2 ( 1 << 13)
|
||||
// #define bits_COND_CAN_RANGE_ATTACK3 ( 1 << 14)
|
||||
#define bits_COND_PROVOKED ( 1 << 15)
|
||||
#define bits_COND_NEW_ENEMY ( 1 << 16)
|
||||
#define bits_COND_HEAR_SOUND ( 1 << 17) // there is an interesting sound
|
||||
#define bits_COND_SMELL ( 1 << 18) // there is an interesting scent
|
||||
#define bits_COND_ENEMY_FACING_ME ( 1 << 19) // enemy is facing me
|
||||
#define bits_COND_ENEMY_DEAD ( 1 << 20) // enemy was killed. If you get this in combat, try to find another enemy. If you get it in alert, victory dance.
|
||||
#define bits_COND_SEE_CLIENT ( 1 << 21) // see a client
|
||||
#define bits_COND_SEE_NEMESIS ( 1 << 22) // see my nemesis
|
||||
|
||||
#define bits_COND_SPECIAL1 ( 1 << 28) // Defined by individual monster
|
||||
#define bits_COND_SPECIAL2 ( 1 << 29) // Defined by individual monster
|
||||
|
||||
#define bits_COND_TASK_FAILED ( 1 << 30)
|
||||
#define bits_COND_SCHEDULE_DONE ( 1 << 31)
|
||||
|
||||
|
||||
#define bits_COND_ALL_SPECIAL (bits_COND_SPECIAL1 | bits_COND_SPECIAL2)
|
||||
|
||||
#define bits_COND_CAN_ATTACK (bits_COND_CAN_RANGE_ATTACK1 | bits_COND_CAN_MELEE_ATTACK1 | bits_COND_CAN_RANGE_ATTACK2 | bits_COND_CAN_MELEE_ATTACK2)
|
||||
|
||||
#endif // SCHEDULE_H
|
||||
1260
hlsdk/dmc/dlls/scripted.cpp
Normal file
1260
hlsdk/dmc/dlls/scripted.cpp
Normal file
File diff suppressed because it is too large
Load Diff
107
hlsdk/dmc/dlls/scripted.h
Normal file
107
hlsdk/dmc/dlls/scripted.h
Normal file
@@ -0,0 +1,107 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* This source code contains proprietary and confidential information of
|
||||
* Valve LLC and its suppliers. Access to this code is restricted to
|
||||
* persons who have executed a written SDK license with Valve. Any access,
|
||||
* use or distribution of this code by or to any unlicensed person is illegal.
|
||||
*
|
||||
****/
|
||||
#ifndef SCRIPTED_H
|
||||
#define SCRIPTED_H
|
||||
|
||||
#ifndef SCRIPTEVENT_H
|
||||
#include "scriptevent.h"
|
||||
#endif
|
||||
|
||||
#define SF_SCRIPT_WAITTILLSEEN 1
|
||||
#define SF_SCRIPT_EXITAGITATED 2
|
||||
#define SF_SCRIPT_REPEATABLE 4
|
||||
#define SF_SCRIPT_LEAVECORPSE 8
|
||||
//#define SF_SCRIPT_INTERPOLATE 16 // don't use, old bug
|
||||
#define SF_SCRIPT_NOINTERRUPT 32
|
||||
#define SF_SCRIPT_OVERRIDESTATE 64
|
||||
#define SF_SCRIPT_NOSCRIPTMOVEMENT 128
|
||||
|
||||
#define SCRIPT_BREAK_CONDITIONS (bits_COND_LIGHT_DAMAGE|bits_COND_HEAVY_DAMAGE)
|
||||
|
||||
enum SS_INTERRUPT
|
||||
{
|
||||
SS_INTERRUPT_IDLE = 0,
|
||||
SS_INTERRUPT_BY_NAME,
|
||||
SS_INTERRUPT_AI,
|
||||
};
|
||||
|
||||
// when a monster finishes an AI scripted sequence, we can choose
|
||||
// a schedule to place them in. These defines are the aliases to
|
||||
// resolve worldcraft input to real schedules (sjb)
|
||||
#define SCRIPT_FINISHSCHED_DEFAULT 0
|
||||
#define SCRIPT_FINISHSCHED_AMBUSH 1
|
||||
|
||||
class CCineMonster : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
virtual void KeyValue( KeyValueData *pkvd );
|
||||
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
virtual void Blocked( CBaseEntity *pOther );
|
||||
virtual void Touch( CBaseEntity *pOther );
|
||||
virtual int ObjectCaps( void ) { return (CBaseMonster :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION); }
|
||||
virtual void Activate( void );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
// void EXPORT CineSpawnThink( void );
|
||||
void EXPORT CineThink( void );
|
||||
void Pain( void );
|
||||
void Die( void );
|
||||
void DelayStart( int state );
|
||||
BOOL FindEntity( void );
|
||||
virtual void PossessEntity( void );
|
||||
|
||||
void ReleaseEntity( CBaseMonster *pEntity );
|
||||
void CancelScript( void );
|
||||
virtual BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty );
|
||||
virtual BOOL FCanOverrideState ( void );
|
||||
void SequenceDone ( CBaseMonster *pMonster );
|
||||
virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster );
|
||||
BOOL CanInterrupt( void );
|
||||
void AllowInterrupt( BOOL fAllow );
|
||||
int IgnoreConditions( void );
|
||||
|
||||
int m_iszIdle; // string index for idle animation
|
||||
int m_iszPlay; // string index for scripted animation
|
||||
int m_iszEntity; // entity that is wanted for this script
|
||||
int m_fMoveTo;
|
||||
int m_iFinishSchedule;
|
||||
float m_flRadius; // range to search
|
||||
float m_flRepeat; // repeat rate
|
||||
|
||||
int m_iDelay;
|
||||
float m_startTime;
|
||||
|
||||
int m_saved_movetype;
|
||||
int m_saved_solid;
|
||||
int m_saved_effects;
|
||||
// Vector m_vecOrigOrigin;
|
||||
BOOL m_interruptable;
|
||||
};
|
||||
|
||||
class CCineAI : public CCineMonster
|
||||
{
|
||||
BOOL StartSequence( CBaseMonster *pTarget, int iszSeq, BOOL completeOnEmpty );
|
||||
void PossessEntity( void );
|
||||
BOOL FCanOverrideState ( void );
|
||||
virtual void FixScriptMonsterSchedule( CBaseMonster *pMonster );
|
||||
};
|
||||
|
||||
|
||||
#endif //SCRIPTED_H
|
||||
29
hlsdk/dmc/dlls/scriptevent.h
Normal file
29
hlsdk/dmc/dlls/scriptevent.h
Normal file
@@ -0,0 +1,29 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef SCRIPTEVENT_H
|
||||
#define SCRIPTEVENT_H
|
||||
|
||||
#define SCRIPT_EVENT_DEAD 1000 // character is now dead
|
||||
#define SCRIPT_EVENT_NOINTERRUPT 1001 // does not allow interrupt
|
||||
#define SCRIPT_EVENT_CANINTERRUPT 1002 // will allow interrupt
|
||||
#define SCRIPT_EVENT_FIREEVENT 1003 // event now fires
|
||||
#define SCRIPT_EVENT_SOUND 1004 // Play named wave file (on CHAN_BODY)
|
||||
#define SCRIPT_EVENT_SENTENCE 1005 // Play named sentence
|
||||
#define SCRIPT_EVENT_INAIR 1006 // Leave the character in air at the end of the sequence (don't find the floor)
|
||||
#define SCRIPT_EVENT_ENDANIMATION 1007 // Set the animation by name after the sequence completes
|
||||
#define SCRIPT_EVENT_SOUND_VOICE 1008 // Play named wave file (on CHAN_VOICE)
|
||||
#define SCRIPT_EVENT_SENTENCE_RND1 1009 // Play sentence group 25% of the time
|
||||
#define SCRIPT_EVENT_NOT_DEAD 1010 // Bring back to life (for life/death sequences)
|
||||
#endif //SCRIPTEVENT_H
|
||||
336
hlsdk/dmc/dlls/singleplay_gamerules.cpp
Normal file
336
hlsdk/dmc/dlls/singleplay_gamerules.cpp
Normal file
@@ -0,0 +1,336 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// teamplay_gamerules.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "skill.h"
|
||||
#include "items.h"
|
||||
|
||||
extern DLL_GLOBAL CGameRules *g_pGameRules;
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
extern int gmsgDeathMsg; // client dll messages
|
||||
extern int gmsgScoreInfo;
|
||||
extern int gmsgMOTD;
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
CHalfLifeRules::CHalfLifeRules( void )
|
||||
{
|
||||
RefreshSkillData();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::Think ( void )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsMultiplayer( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsDeathmatch ( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsCoOp( void )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::FShouldSwitchWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
||||
{
|
||||
if ( !pPlayer->m_pActiveItem )
|
||||
{
|
||||
// player doesn't have an active item!
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
if ( !pPlayer->m_pActiveItem->CanHolster() )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon )
|
||||
{
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
void CHalfLifeRules :: InitHUD( CBasePlayer *pl )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: ClientDisconnected( edict_t *pClient )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlPlayerFallDamage( CBasePlayer *pPlayer )
|
||||
{
|
||||
// subtract off the speed at which a player is allowed to fall without being hurt,
|
||||
// so damage will be based on speed beyond that, not the entire fall
|
||||
pPlayer->m_flFallVelocity -= PLAYER_MAX_SAFE_FALL_SPEED;
|
||||
return pPlayer->m_flFallVelocity * DAMAGE_FOR_FALL_SPEED;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerSpawn( CBasePlayer *pPlayer )
|
||||
{
|
||||
// Start with init ammoload
|
||||
pPlayer->m_iAmmoShells = 25;
|
||||
|
||||
// Start with shotgun and axe
|
||||
pPlayer->GiveNamedItem( "weapon_quakegun" );
|
||||
pPlayer->m_iQuakeItems |= (IT_SHOTGUN | IT_AXE);
|
||||
pPlayer->m_iQuakeWeapon = pPlayer->W_BestWeapon();
|
||||
pPlayer->W_SetCurrentAmmo();
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: AllowAutoTargetCrosshair( void )
|
||||
{
|
||||
return ( g_iSkillLevel == SKILL_EASY );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerThink( CBasePlayer *pPlayer )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: FPlayerCanRespawn( CBasePlayer *pPlayer )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlPlayerSpawnTime( CBasePlayer *pPlayer )
|
||||
{
|
||||
return gpGlobals->time;//now!
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IPointsForKill - how many points awarded to anyone
|
||||
// that kills this player?
|
||||
//=========================================================
|
||||
int CHalfLifeRules :: IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
|
||||
{
|
||||
return 1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PlayerKilled - someone/something killed this player
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Deathnotice
|
||||
//=========================================================
|
||||
void CHalfLifeRules::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// PlayerGotWeapon - player has grabbed a weapon that was
|
||||
// sitting in the world
|
||||
//=========================================================
|
||||
void CHalfLifeRules :: PlayerGotWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pWeapon )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FlWeaponRespawnTime - what is the time in the future
|
||||
// at which this weapon may spawn?
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlWeaponRespawnTime( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FlWeaponRespawnTime - Returns 0 if the weapon can respawn
|
||||
// now, otherwise it returns the time at which it can try
|
||||
// to spawn again.
|
||||
//=========================================================
|
||||
float CHalfLifeRules :: FlWeaponTryRespawn( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// VecWeaponRespawnSpot - where should this weapon spawn?
|
||||
// Some game variations may choose to randomize spawn locations
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules :: VecWeaponRespawnSpot( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return pWeapon->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// WeaponShouldRespawn - any conditions inhibiting the
|
||||
// respawning of this weapon?
|
||||
//=========================================================
|
||||
int CHalfLifeRules :: WeaponShouldRespawn( CBasePlayerItem *pWeapon )
|
||||
{
|
||||
return GR_WEAPON_RESPAWN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::CanHaveItem( CBasePlayer *pPlayer, CItem *pItem )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::PlayerGotItem( CBasePlayer *pPlayer, CItem *pItem )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::ItemShouldRespawn( CItem *pItem )
|
||||
{
|
||||
return GR_ITEM_RESPAWN_NO;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// At what time in the future may this Item respawn?
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlItemRespawnTime( CItem *pItem )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Where should this item respawn?
|
||||
// Some game variations may choose to randomize spawn locations
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules::VecItemRespawnSpot( CItem *pItem )
|
||||
{
|
||||
return pItem->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules::IsAllowedToSpawn( CBaseEntity *pEntity )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeRules::PlayerGotAmmo( CBasePlayer *pPlayer, char *szName, int iCount )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::AmmoShouldRespawn( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return GR_AMMO_RESPAWN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlAmmoRespawnTime( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return -1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
Vector CHalfLifeRules::VecAmmoRespawnSpot( CBasePlayerAmmo *pAmmo )
|
||||
{
|
||||
return pAmmo->pev->origin;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
float CHalfLifeRules::FlHealthChargerRechargeTime( void )
|
||||
{
|
||||
return 0;// don't recharge
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::DeadPlayerWeapons( CBasePlayer *pPlayer )
|
||||
{
|
||||
return GR_PLR_DROP_GUN_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::DeadPlayerAmmo( CBasePlayer *pPlayer )
|
||||
{
|
||||
return GR_PLR_DROP_AMMO_NO;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeRules::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
||||
{
|
||||
// why would a single player in half life need this?
|
||||
return GR_NOTTEAMMATE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeRules :: FAllowMonsters( void )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
47
hlsdk/dmc/dlls/skill.cpp
Normal file
47
hlsdk/dmc/dlls/skill.cpp
Normal file
@@ -0,0 +1,47 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// skill.cpp - code for skill level concerns
|
||||
//=========================================================
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "skill.h"
|
||||
|
||||
|
||||
skilldata_t gSkillData;
|
||||
|
||||
|
||||
//=========================================================
|
||||
// take the name of a cvar, tack a digit for the skill level
|
||||
// on, and return the value.of that Cvar
|
||||
//=========================================================
|
||||
float GetSkillCvar( char *pName )
|
||||
{
|
||||
int iCount;
|
||||
float flValue;
|
||||
char szBuffer[ 64 ];
|
||||
|
||||
iCount = sprintf( szBuffer, "%s%d",pName, gSkillData.iSkillLevel );
|
||||
|
||||
flValue = CVAR_GET_FLOAT ( szBuffer );
|
||||
|
||||
if ( flValue <= 0 )
|
||||
{
|
||||
ALERT ( at_console, "\n\n** GetSkillCVar Got a zero for %s **\n\n", szBuffer );
|
||||
}
|
||||
|
||||
return flValue;
|
||||
}
|
||||
|
||||
147
hlsdk/dmc/dlls/skill.h
Normal file
147
hlsdk/dmc/dlls/skill.h
Normal file
@@ -0,0 +1,147 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// skill.h - skill level concerns
|
||||
//=========================================================
|
||||
|
||||
struct skilldata_t
|
||||
{
|
||||
|
||||
int iSkillLevel; // game skill level
|
||||
|
||||
// Monster Health & Damage
|
||||
float agruntHealth;
|
||||
float agruntDmgPunch;
|
||||
|
||||
float apacheHealth;
|
||||
|
||||
float barneyHealth;
|
||||
|
||||
float bigmommaHealthFactor; // Multiply each node's health by this
|
||||
float bigmommaDmgSlash; // melee attack damage
|
||||
float bigmommaDmgBlast; // mortar attack damage
|
||||
float bigmommaRadiusBlast; // mortar attack radius
|
||||
|
||||
float bullsquidHealth;
|
||||
float bullsquidDmgBite;
|
||||
float bullsquidDmgWhip;
|
||||
float bullsquidDmgSpit;
|
||||
|
||||
float gargantuaHealth;
|
||||
float gargantuaDmgSlash;
|
||||
float gargantuaDmgFire;
|
||||
float gargantuaDmgStomp;
|
||||
|
||||
float hassassinHealth;
|
||||
|
||||
float headcrabHealth;
|
||||
float headcrabDmgBite;
|
||||
|
||||
float hgruntHealth;
|
||||
float hgruntDmgKick;
|
||||
float hgruntShotgunPellets;
|
||||
float hgruntGrenadeSpeed;
|
||||
|
||||
float houndeyeHealth;
|
||||
float houndeyeDmgBlast;
|
||||
|
||||
float slaveHealth;
|
||||
float slaveDmgClaw;
|
||||
float slaveDmgClawrake;
|
||||
float slaveDmgZap;
|
||||
|
||||
float ichthyosaurHealth;
|
||||
float ichthyosaurDmgShake;
|
||||
|
||||
float leechHealth;
|
||||
float leechDmgBite;
|
||||
|
||||
float controllerHealth;
|
||||
float controllerDmgZap;
|
||||
float controllerSpeedBall;
|
||||
float controllerDmgBall;
|
||||
|
||||
float nihilanthHealth;
|
||||
float nihilanthZap;
|
||||
|
||||
float scientistHealth;
|
||||
|
||||
float snarkHealth;
|
||||
float snarkDmgBite;
|
||||
float snarkDmgPop;
|
||||
|
||||
float zombieHealth;
|
||||
float zombieDmgOneSlash;
|
||||
float zombieDmgBothSlash;
|
||||
|
||||
float turretHealth;
|
||||
float miniturretHealth;
|
||||
float sentryHealth;
|
||||
|
||||
|
||||
// Player Weapons
|
||||
float plrDmgCrowbar;
|
||||
float plrDmg9MM;
|
||||
float plrDmg357;
|
||||
float plrDmgMP5;
|
||||
float plrDmgM203Grenade;
|
||||
float plrDmgBuckshot;
|
||||
float plrDmgCrossbowClient;
|
||||
float plrDmgCrossbowMonster;
|
||||
float plrDmgRPG;
|
||||
float plrDmgGauss;
|
||||
float plrDmgEgonNarrow;
|
||||
float plrDmgEgonWide;
|
||||
float plrDmgHornet;
|
||||
float plrDmgHandGrenade;
|
||||
float plrDmgSatchel;
|
||||
float plrDmgTripmine;
|
||||
|
||||
// weapons shared by monsters
|
||||
float monDmg9MM;
|
||||
float monDmgMP5;
|
||||
float monDmg12MM;
|
||||
float monDmgHornet;
|
||||
|
||||
// health/suit charge
|
||||
float suitchargerCapacity;
|
||||
float batteryCapacity;
|
||||
float healthchargerCapacity;
|
||||
float healthkitCapacity;
|
||||
float scientistHeal;
|
||||
|
||||
// monster damage adj
|
||||
float monHead;
|
||||
float monChest;
|
||||
float monStomach;
|
||||
float monLeg;
|
||||
float monArm;
|
||||
|
||||
// player damage adj
|
||||
float plrHead;
|
||||
float plrChest;
|
||||
float plrStomach;
|
||||
float plrLeg;
|
||||
float plrArm;
|
||||
};
|
||||
|
||||
extern DLL_GLOBAL skilldata_t gSkillData;
|
||||
float GetSkillCvar( char *pName );
|
||||
|
||||
extern DLL_GLOBAL int g_iSkillLevel;
|
||||
|
||||
#define SKILL_EASY 1
|
||||
#define SKILL_MEDIUM 2
|
||||
#define SKILL_HARD 3
|
||||
1967
hlsdk/dmc/dlls/sound.cpp
Normal file
1967
hlsdk/dmc/dlls/sound.cpp
Normal file
File diff suppressed because it is too large
Load Diff
379
hlsdk/dmc/dlls/soundent.cpp
Normal file
379
hlsdk/dmc/dlls/soundent.cpp
Normal file
@@ -0,0 +1,379 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002 Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "soundent.h"
|
||||
|
||||
|
||||
LINK_ENTITY_TO_CLASS( soundent, CSoundEnt );
|
||||
|
||||
CSoundEnt *pSoundEnt;
|
||||
|
||||
//=========================================================
|
||||
// CSound - Clear - zeros all fields for a sound
|
||||
//=========================================================
|
||||
void CSound :: Clear ( void )
|
||||
{
|
||||
m_vecOrigin = g_vecZero;
|
||||
m_iType = 0;
|
||||
m_iVolume = 0;
|
||||
m_flExpireTime = 0;
|
||||
m_iNext = SOUNDLIST_EMPTY;
|
||||
m_iNextAudible = 0;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Reset - clears the volume, origin, and type for a sound,
|
||||
// but doesn't expire or unlink it.
|
||||
//=========================================================
|
||||
void CSound :: Reset ( void )
|
||||
{
|
||||
m_vecOrigin = g_vecZero;
|
||||
m_iType = 0;
|
||||
m_iVolume = 0;
|
||||
m_iNext = SOUNDLIST_EMPTY;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FIsSound - returns TRUE if the sound is an Audible sound
|
||||
//=========================================================
|
||||
BOOL CSound :: FIsSound ( void )
|
||||
{
|
||||
if ( m_iType & ( bits_SOUND_COMBAT | bits_SOUND_WORLD | bits_SOUND_PLAYER | bits_SOUND_DANGER ) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FIsScent - returns TRUE if the sound is actually a scent
|
||||
//=========================================================
|
||||
BOOL CSound :: FIsScent ( void )
|
||||
{
|
||||
if ( m_iType & ( bits_SOUND_CARCASS | bits_SOUND_MEAT | bits_SOUND_GARBAGE ) )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Spawn
|
||||
//=========================================================
|
||||
void CSoundEnt :: Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
Initialize();
|
||||
|
||||
pev->nextthink = gpGlobals->time + 1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Think - at interval, the entire active sound list is checked
|
||||
// for sounds that have ExpireTimes less than or equal
|
||||
// to the current world time, and these sounds are deallocated.
|
||||
//=========================================================
|
||||
void CSoundEnt :: Think ( void )
|
||||
{
|
||||
int iSound;
|
||||
int iPreviousSound;
|
||||
|
||||
pev->nextthink = gpGlobals->time + 0.3;// how often to check the sound list.
|
||||
|
||||
iPreviousSound = SOUNDLIST_EMPTY;
|
||||
iSound = m_iActiveSound;
|
||||
|
||||
while ( iSound != SOUNDLIST_EMPTY )
|
||||
{
|
||||
if ( m_SoundPool[ iSound ].m_flExpireTime <= gpGlobals->time && m_SoundPool[ iSound ].m_flExpireTime != SOUND_NEVER_EXPIRE )
|
||||
{
|
||||
int iNext = m_SoundPool[ iSound ].m_iNext;
|
||||
|
||||
// move this sound back into the free list
|
||||
FreeSound( iSound, iPreviousSound );
|
||||
|
||||
iSound = iNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
iPreviousSound = iSound;
|
||||
iSound = m_SoundPool[ iSound ].m_iNext;
|
||||
}
|
||||
}
|
||||
|
||||
if ( m_fShowReport )
|
||||
{
|
||||
ALERT ( at_aiconsole, "Soundlist: %d / %d (%d)\n", ISoundsInList( SOUNDLISTTYPE_ACTIVE ),ISoundsInList( SOUNDLISTTYPE_FREE ), ISoundsInList( SOUNDLISTTYPE_ACTIVE ) - m_cLastActiveSounds );
|
||||
m_cLastActiveSounds = ISoundsInList ( SOUNDLISTTYPE_ACTIVE );
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Precache - dummy function
|
||||
//=========================================================
|
||||
void CSoundEnt :: Precache ( void )
|
||||
{
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FreeSound - clears the passed active sound and moves it
|
||||
// to the top of the free list. TAKE CARE to only call this
|
||||
// function for sounds in the Active list!!
|
||||
//=========================================================
|
||||
void CSoundEnt :: FreeSound ( int iSound, int iPrevious )
|
||||
{
|
||||
if ( !pSoundEnt )
|
||||
{
|
||||
// no sound ent!
|
||||
return;
|
||||
}
|
||||
|
||||
if ( iPrevious != SOUNDLIST_EMPTY )
|
||||
{
|
||||
// iSound is not the head of the active list, so
|
||||
// must fix the index for the Previous sound
|
||||
// pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = m_SoundPool[ iSound ].m_iNext;
|
||||
pSoundEnt->m_SoundPool[ iPrevious ].m_iNext = pSoundEnt->m_SoundPool[ iSound ].m_iNext;
|
||||
}
|
||||
else
|
||||
{
|
||||
// the sound we're freeing IS the head of the active list.
|
||||
pSoundEnt->m_iActiveSound = pSoundEnt->m_SoundPool [ iSound ].m_iNext;
|
||||
}
|
||||
|
||||
// make iSound the head of the Free list.
|
||||
pSoundEnt->m_SoundPool[ iSound ].m_iNext = pSoundEnt->m_iFreeSound;
|
||||
pSoundEnt->m_iFreeSound = iSound;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// IAllocSound - moves a sound from the Free list to the
|
||||
// Active list returns the index of the alloc'd sound
|
||||
//=========================================================
|
||||
int CSoundEnt :: IAllocSound( void )
|
||||
{
|
||||
int iNewSound;
|
||||
|
||||
if ( m_iFreeSound == SOUNDLIST_EMPTY )
|
||||
{
|
||||
// no free sound!
|
||||
ALERT ( at_console, "Free Sound List is full!\n" );
|
||||
return SOUNDLIST_EMPTY;
|
||||
}
|
||||
|
||||
// there is at least one sound available, so move it to the
|
||||
// Active sound list, and return its SoundPool index.
|
||||
|
||||
iNewSound = m_iFreeSound;// copy the index of the next free sound
|
||||
|
||||
m_iFreeSound = m_SoundPool[ m_iFreeSound ].m_iNext;// move the index down into the free list.
|
||||
|
||||
m_SoundPool[ iNewSound ].m_iNext = m_iActiveSound;// point the new sound at the top of the active list.
|
||||
|
||||
m_iActiveSound = iNewSound;// now make the new sound the top of the active list. You're done.
|
||||
|
||||
return iNewSound;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// InsertSound - Allocates a free sound and fills it with
|
||||
// sound info.
|
||||
//=========================================================
|
||||
void CSoundEnt :: InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration )
|
||||
{
|
||||
int iThisSound;
|
||||
|
||||
if ( !pSoundEnt )
|
||||
{
|
||||
// no sound ent!
|
||||
return;
|
||||
}
|
||||
|
||||
iThisSound = pSoundEnt->IAllocSound();
|
||||
|
||||
if ( iThisSound == SOUNDLIST_EMPTY )
|
||||
{
|
||||
ALERT ( at_console, "Could not AllocSound() for InsertSound() (DLL)\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
pSoundEnt->m_SoundPool[ iThisSound ].m_vecOrigin = vecOrigin;
|
||||
pSoundEnt->m_SoundPool[ iThisSound ].m_iType = iType;
|
||||
pSoundEnt->m_SoundPool[ iThisSound ].m_iVolume = iVolume;
|
||||
pSoundEnt->m_SoundPool[ iThisSound ].m_flExpireTime = gpGlobals->time + flDuration;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Initialize - clears all sounds and moves them into the
|
||||
// free sound list.
|
||||
//=========================================================
|
||||
void CSoundEnt :: Initialize ( void )
|
||||
{
|
||||
int i;
|
||||
int iSound;
|
||||
|
||||
m_cLastActiveSounds = 0;
|
||||
m_iFreeSound = 0;
|
||||
m_iActiveSound = SOUNDLIST_EMPTY;
|
||||
|
||||
for ( i = 0 ; i < MAX_WORLD_SOUNDS ; i++ )
|
||||
{// clear all sounds, and link them into the free sound list.
|
||||
m_SoundPool[ i ].Clear();
|
||||
m_SoundPool[ i ].m_iNext = i + 1;
|
||||
}
|
||||
|
||||
m_SoundPool[ i - 1 ].m_iNext = SOUNDLIST_EMPTY;// terminate the list here.
|
||||
|
||||
|
||||
// now reserve enough sounds for each client
|
||||
for ( i = 0 ; i < gpGlobals->maxClients ; i++ )
|
||||
{
|
||||
iSound = pSoundEnt->IAllocSound();
|
||||
|
||||
if ( iSound == SOUNDLIST_EMPTY )
|
||||
{
|
||||
ALERT ( at_console, "Could not AllocSound() for Client Reserve! (DLL)\n" );
|
||||
return;
|
||||
}
|
||||
|
||||
pSoundEnt->m_SoundPool[ iSound ].m_flExpireTime = SOUND_NEVER_EXPIRE;
|
||||
}
|
||||
|
||||
if ( CVAR_GET_FLOAT("displaysoundlist") == 1 )
|
||||
{
|
||||
m_fShowReport = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_fShowReport = FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ISoundsInList - returns the number of sounds in the desired
|
||||
// sound list.
|
||||
//=========================================================
|
||||
int CSoundEnt :: ISoundsInList ( int iListType )
|
||||
{
|
||||
int i;
|
||||
int iThisSound = 0;
|
||||
|
||||
if ( iListType == SOUNDLISTTYPE_FREE )
|
||||
{
|
||||
iThisSound = m_iFreeSound;
|
||||
}
|
||||
else if ( iListType == SOUNDLISTTYPE_ACTIVE )
|
||||
{
|
||||
iThisSound = m_iActiveSound;
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT ( at_console, "Unknown Sound List Type!\n" );
|
||||
}
|
||||
|
||||
if ( iThisSound == SOUNDLIST_EMPTY )
|
||||
{
|
||||
return 0;
|
||||
}
|
||||
|
||||
i = 0;
|
||||
|
||||
while ( iThisSound != SOUNDLIST_EMPTY )
|
||||
{
|
||||
i++;
|
||||
|
||||
iThisSound = m_SoundPool[ iThisSound ].m_iNext;
|
||||
}
|
||||
|
||||
return i;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ActiveList - returns the head of the active sound list
|
||||
//=========================================================
|
||||
int CSoundEnt :: ActiveList ( void )
|
||||
{
|
||||
if ( !pSoundEnt )
|
||||
{
|
||||
return SOUNDLIST_EMPTY;
|
||||
}
|
||||
|
||||
return pSoundEnt->m_iActiveSound;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// FreeList - returns the head of the free sound list
|
||||
//=========================================================
|
||||
int CSoundEnt :: FreeList ( void )
|
||||
{
|
||||
if ( !pSoundEnt )
|
||||
{
|
||||
return SOUNDLIST_EMPTY;
|
||||
}
|
||||
|
||||
return pSoundEnt->m_iFreeSound;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// SoundPointerForIndex - returns a pointer to the instance
|
||||
// of CSound at index's position in the sound pool.
|
||||
//=========================================================
|
||||
CSound* CSoundEnt :: SoundPointerForIndex( int iIndex )
|
||||
{
|
||||
if ( !pSoundEnt )
|
||||
{
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if ( iIndex > ( MAX_WORLD_SOUNDS - 1 ) )
|
||||
{
|
||||
ALERT ( at_console, "SoundPointerForIndex() - Index too large!\n" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
if ( iIndex < 0 )
|
||||
{
|
||||
ALERT ( at_console, "SoundPointerForIndex() - Index < 0!\n" );
|
||||
return NULL;
|
||||
}
|
||||
|
||||
return &pSoundEnt->m_SoundPool[ iIndex ];
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// Clients are numbered from 1 to MAXCLIENTS, but the client
|
||||
// reserved sounds in the soundlist are from 0 to MAXCLIENTS - 1,
|
||||
// so this function ensures that a client gets the proper index
|
||||
// to his reserved sound in the soundlist.
|
||||
//=========================================================
|
||||
int CSoundEnt :: ClientSoundIndex ( edict_t *pClient )
|
||||
{
|
||||
int iReturn = ENTINDEX( pClient ) - 1;
|
||||
|
||||
#ifdef _DEBUG
|
||||
if ( iReturn < 0 || iReturn > gpGlobals->maxClients )
|
||||
{
|
||||
ALERT ( at_console, "** ClientSoundIndex returning a bogus value! **\n" );
|
||||
}
|
||||
#endif // _DEBUG
|
||||
|
||||
return iReturn;
|
||||
}
|
||||
95
hlsdk/dmc/dlls/soundent.h
Normal file
95
hlsdk/dmc/dlls/soundent.h
Normal file
@@ -0,0 +1,95 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//=========================================================
|
||||
// Soundent.h - the entity that spawns when the world
|
||||
// spawns, and handles the world's active and free sound
|
||||
// lists.
|
||||
//=========================================================
|
||||
|
||||
#define MAX_WORLD_SOUNDS 64 // maximum number of sounds handled by the world at one time.
|
||||
|
||||
#define bits_SOUND_NONE 0
|
||||
#define bits_SOUND_COMBAT ( 1 << 0 )// gunshots, explosions
|
||||
#define bits_SOUND_WORLD ( 1 << 1 )// door opening/closing, glass breaking
|
||||
#define bits_SOUND_PLAYER ( 1 << 2 )// all noises generated by player. walking, shooting, falling, splashing
|
||||
#define bits_SOUND_CARCASS ( 1 << 3 )// dead body
|
||||
#define bits_SOUND_MEAT ( 1 << 4 )// gib or pork chop
|
||||
#define bits_SOUND_DANGER ( 1 << 5 )// pending danger. Grenade that is about to explode, explosive barrel that is damaged, falling crate
|
||||
#define bits_SOUND_GARBAGE ( 1 << 6 )// trash cans, banana peels, old fast food bags.
|
||||
|
||||
#define bits_ALL_SOUNDS 0xFFFFFFFF
|
||||
|
||||
#define SOUNDLIST_EMPTY -1
|
||||
|
||||
#define SOUNDLISTTYPE_FREE 1// identifiers passed to functions that can operate on either list, to indicate which list to operate on.
|
||||
#define SOUNDLISTTYPE_ACTIVE 2
|
||||
|
||||
#define SOUND_NEVER_EXPIRE -1 // with this set as a sound's ExpireTime, the sound will never expire.
|
||||
|
||||
//=========================================================
|
||||
// CSound - an instance of a sound in the world.
|
||||
//=========================================================
|
||||
class CSound
|
||||
{
|
||||
public:
|
||||
|
||||
void Clear ( void );
|
||||
void Reset ( void );
|
||||
|
||||
Vector m_vecOrigin; // sound's location in space
|
||||
int m_iType; // what type of sound this is
|
||||
int m_iVolume; // how loud the sound is
|
||||
float m_flExpireTime; // when the sound should be purged from the list
|
||||
int m_iNext; // index of next sound in this list ( Active or Free )
|
||||
int m_iNextAudible; // temporary link that monsters use to build a list of audible sounds
|
||||
|
||||
BOOL FIsSound( void );
|
||||
BOOL FIsScent( void );
|
||||
};
|
||||
|
||||
//=========================================================
|
||||
// CSoundEnt - a single instance of this entity spawns when
|
||||
// the world spawns. The SoundEnt's job is to update the
|
||||
// world's Free and Active sound lists.
|
||||
//=========================================================
|
||||
class CSoundEnt : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
|
||||
void Precache ( void );
|
||||
void Spawn( void );
|
||||
void Think( void );
|
||||
void Initialize ( void );
|
||||
|
||||
static void InsertSound ( int iType, const Vector &vecOrigin, int iVolume, float flDuration );
|
||||
static void FreeSound ( int iSound, int iPrevious );
|
||||
static int ActiveList( void );// return the head of the active list
|
||||
static int FreeList( void );// return the head of the free list
|
||||
static CSound* SoundPointerForIndex( int iIndex );// return a pointer for this index in the sound list
|
||||
static int ClientSoundIndex ( edict_t *pClient );
|
||||
|
||||
BOOL IsEmpty( void ) { return m_iActiveSound == SOUNDLIST_EMPTY; }
|
||||
int ISoundsInList ( int iListType );
|
||||
int IAllocSound ( void );
|
||||
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
|
||||
|
||||
int m_iFreeSound; // index of the first sound in the free sound list
|
||||
int m_iActiveSound; // indes of the first sound in the active sound list
|
||||
int m_cLastActiveSounds; // keeps track of the number of active sounds at the last update. (for diagnostic work)
|
||||
BOOL m_fShowReport; // if true, dump information about free/active sounds.
|
||||
|
||||
private:
|
||||
CSound m_SoundPool[ MAX_WORLD_SOUNDS ];
|
||||
};
|
||||
149
hlsdk/dmc/dlls/spectator.cpp
Normal file
149
hlsdk/dmc/dlls/spectator.cpp
Normal file
@@ -0,0 +1,149 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
// CBaseSpectator
|
||||
|
||||
// YWB: UNDONE
|
||||
|
||||
// Spectator functions
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "monsters.h"
|
||||
#include "spectator.h"
|
||||
|
||||
/*
|
||||
===========
|
||||
SpectatorConnect
|
||||
|
||||
called when a spectator connects to a server
|
||||
============
|
||||
*/
|
||||
void CBaseSpectator::SpectatorConnect(void)
|
||||
{
|
||||
pev->flags = FL_SPECTATOR;
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->movetype = MOVETYPE_NOCLIP;
|
||||
|
||||
m_pGoalEnt = NULL;
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
SpectatorDisconnect
|
||||
|
||||
called when a spectator disconnects from a server
|
||||
============
|
||||
*/
|
||||
void CBaseSpectator::SpectatorDisconnect(void)
|
||||
{
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
SpectatorImpulseCommand
|
||||
|
||||
Called by SpectatorThink if the spectator entered an impulse
|
||||
================
|
||||
*/
|
||||
void CBaseSpectator::SpectatorImpulseCommand(void)
|
||||
{
|
||||
static edict_t *pGoal = NULL;
|
||||
edict_t *pPreviousGoal;
|
||||
edict_t *pCurrentGoal;
|
||||
BOOL bFound;
|
||||
|
||||
switch (pev->impulse)
|
||||
{
|
||||
case 1:
|
||||
// teleport the spectator to the next spawn point
|
||||
// note that if the spectator is tracking, this doesn't do
|
||||
// much
|
||||
pPreviousGoal = pGoal;
|
||||
pCurrentGoal = pGoal;
|
||||
// Start at the current goal, skip the world, and stop if we looped
|
||||
// back around
|
||||
|
||||
bFound = FALSE;
|
||||
while (1)
|
||||
{
|
||||
pCurrentGoal = FIND_ENTITY_BY_CLASSNAME(pCurrentGoal, "info_player_deathmatch");
|
||||
// Looped around, failure
|
||||
if (pCurrentGoal == pPreviousGoal)
|
||||
{
|
||||
ALERT(at_console, "Could not find a spawn spot.\n");
|
||||
break;
|
||||
}
|
||||
// Found a non-world entity, set success, otherwise, look for the next one.
|
||||
if (!FNullEnt(pCurrentGoal))
|
||||
{
|
||||
bFound = TRUE;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (!bFound) // Didn't find a good spot.
|
||||
break;
|
||||
|
||||
pGoal = pCurrentGoal;
|
||||
UTIL_SetOrigin( pev, pGoal->v.origin );
|
||||
pev->angles = pGoal->v.angles;
|
||||
pev->fixangle = FALSE;
|
||||
break;
|
||||
default:
|
||||
ALERT(at_console, "Unknown spectator impulse\n");
|
||||
break;
|
||||
}
|
||||
|
||||
pev->impulse = 0;
|
||||
}
|
||||
|
||||
/*
|
||||
================
|
||||
SpectatorThink
|
||||
|
||||
Called every frame after physics are run
|
||||
================
|
||||
*/
|
||||
void CBaseSpectator::SpectatorThink(void)
|
||||
{
|
||||
if (!(pev->flags & FL_SPECTATOR))
|
||||
{
|
||||
pev->flags = FL_SPECTATOR;
|
||||
}
|
||||
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->movetype = MOVETYPE_NOCLIP;
|
||||
|
||||
if (pev->impulse)
|
||||
SpectatorImpulseCommand();
|
||||
}
|
||||
|
||||
/*
|
||||
===========
|
||||
Spawn
|
||||
|
||||
Called when spectator is initialized:
|
||||
UNDONE: Is this actually being called because spectators are not allocated in normal fashion?
|
||||
============
|
||||
*/
|
||||
void CBaseSpectator::Spawn()
|
||||
{
|
||||
pev->flags = FL_SPECTATOR;
|
||||
pev->solid = SOLID_NOT;
|
||||
pev->movetype = MOVETYPE_NOCLIP;
|
||||
|
||||
m_pGoalEnt = NULL;
|
||||
}
|
||||
27
hlsdk/dmc/dlls/spectator.h
Normal file
27
hlsdk/dmc/dlls/spectator.h
Normal file
@@ -0,0 +1,27 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
// Spectator.h
|
||||
|
||||
class CBaseSpectator : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn();
|
||||
void SpectatorConnect(void);
|
||||
void SpectatorDisconnect(void);
|
||||
void SpectatorThink(void);
|
||||
|
||||
private:
|
||||
void SpectatorImpulseCommand(void);
|
||||
};
|
||||
559
hlsdk/dmc/dlls/subs.cpp
Normal file
559
hlsdk/dmc/dlls/subs.cpp
Normal file
@@ -0,0 +1,559 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== subs.cpp ========================================================
|
||||
|
||||
frequently used global functions
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "saverestore.h"
|
||||
#include "nodes.h"
|
||||
#include "doors.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
extern BOOL FEntIsVisible(entvars_t* pev, entvars_t* pevTarget);
|
||||
|
||||
extern DLL_GLOBAL int g_iSkillLevel;
|
||||
|
||||
|
||||
// Landmark class
|
||||
void CPointEntity :: Spawn( void )
|
||||
{
|
||||
pev->solid = SOLID_NOT;
|
||||
// UTIL_SetSize(pev, g_vecZero, g_vecZero);
|
||||
}
|
||||
|
||||
|
||||
class CNullEntity : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
};
|
||||
|
||||
|
||||
// Null Entity, remove on startup
|
||||
void CNullEntity :: Spawn( void )
|
||||
{
|
||||
REMOVE_ENTITY(ENT(pev));
|
||||
}
|
||||
LINK_ENTITY_TO_CLASS(info_null,CNullEntity);
|
||||
|
||||
class CBaseDMStart : public CPointEntity
|
||||
{
|
||||
public:
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
BOOL IsTriggered( CBaseEntity *pEntity );
|
||||
|
||||
private:
|
||||
};
|
||||
|
||||
// These are the new entry points to entities.
|
||||
LINK_ENTITY_TO_CLASS(info_player_deathmatch,CBaseDMStart);
|
||||
LINK_ENTITY_TO_CLASS(info_player_start,CPointEntity);
|
||||
LINK_ENTITY_TO_CLASS(info_landmark,CPointEntity);
|
||||
|
||||
void CBaseDMStart::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "master"))
|
||||
{
|
||||
pev->netname = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CPointEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
BOOL CBaseDMStart::IsTriggered( CBaseEntity *pEntity )
|
||||
{
|
||||
BOOL master = UTIL_IsMasterTriggered( pev->netname, pEntity );
|
||||
|
||||
return master;
|
||||
}
|
||||
|
||||
// This updates global tables that need to know about entities being removed
|
||||
void CBaseEntity::UpdateOnRemove( void )
|
||||
{
|
||||
int i;
|
||||
|
||||
if ( FBitSet( pev->flags, FL_GRAPHED ) )
|
||||
{
|
||||
// this entity was a LinkEnt in the world node graph, so we must remove it from
|
||||
// the graph since we are removing it from the world.
|
||||
for ( i = 0 ; i < WorldGraph.m_cLinks ; i++ )
|
||||
{
|
||||
if ( WorldGraph.m_pLinkPool [ i ].m_pLinkEnt == pev )
|
||||
{
|
||||
// if this link has a link ent which is the same ent that is removing itself, remove it!
|
||||
WorldGraph.m_pLinkPool [ i ].m_pLinkEnt = NULL;
|
||||
}
|
||||
}
|
||||
}
|
||||
if ( pev->globalname )
|
||||
gGlobalState.EntitySetState( pev->globalname, GLOBAL_DEAD );
|
||||
}
|
||||
|
||||
// Convenient way to delay removing oneself
|
||||
void CBaseEntity :: SUB_Remove( void )
|
||||
{
|
||||
UpdateOnRemove();
|
||||
if (pev->health > 0)
|
||||
{
|
||||
// this situation can screw up monsters who can't tell their entity pointers are invalid.
|
||||
pev->health = 0;
|
||||
ALERT( at_aiconsole, "SUB_Remove called on entity with health > 0\n");
|
||||
}
|
||||
|
||||
REMOVE_ENTITY(ENT(pev));
|
||||
}
|
||||
|
||||
|
||||
// Convenient way to explicitly do nothing (passed to functions that require a method)
|
||||
void CBaseEntity :: SUB_DoNothing( void )
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
// Global Savedata for Delay
|
||||
TYPEDESCRIPTION CBaseDelay::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CBaseDelay, m_flDelay, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseDelay, m_iszKillTarget, FIELD_STRING ),
|
||||
};
|
||||
|
||||
IMPLEMENT_SAVERESTORE( CBaseDelay, CBaseEntity );
|
||||
|
||||
void CBaseDelay :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "delay"))
|
||||
{
|
||||
m_flDelay = atof( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "killtarget"))
|
||||
{
|
||||
m_iszKillTarget = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
{
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
==============================
|
||||
SUB_UseTargets
|
||||
|
||||
If self.delay is set, a DelayedUse entity will be created that will actually
|
||||
do the SUB_UseTargets after that many seconds have passed.
|
||||
|
||||
Removes all entities with a targetname that match self.killtarget,
|
||||
and removes them, so some events can remove other triggers.
|
||||
|
||||
Search for (string)targetname in all entities that
|
||||
match (string)self.target and call their .use function (if they have one)
|
||||
|
||||
==============================
|
||||
*/
|
||||
void CBaseEntity :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
|
||||
{
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (!FStringNull(pev->target))
|
||||
{
|
||||
FireTargets( STRING(pev->target), pActivator, this, useType, value );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
edict_t *pentTarget = NULL;
|
||||
if ( !targetName )
|
||||
return;
|
||||
|
||||
ALERT( at_aiconsole, "Firing: (%s)\n", targetName );
|
||||
|
||||
for (;;)
|
||||
{
|
||||
pentTarget = FIND_ENTITY_BY_TARGETNAME(pentTarget, targetName);
|
||||
if (FNullEnt(pentTarget))
|
||||
break;
|
||||
|
||||
CBaseEntity *pTarget = CBaseEntity::Instance( pentTarget );
|
||||
if ( pTarget && !(pTarget->pev->flags & FL_KILLME) ) // Don't use dying ents
|
||||
{
|
||||
ALERT( at_aiconsole, "Found: %s, firing (%s)\n", STRING(pTarget->pev->classname), targetName );
|
||||
pTarget->Use( pActivator, pCaller, useType, value );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
LINK_ENTITY_TO_CLASS( DelayedUse, CBaseDelay );
|
||||
|
||||
|
||||
void CBaseDelay :: SUB_UseTargets( CBaseEntity *pActivator, USE_TYPE useType, float value )
|
||||
{
|
||||
//
|
||||
// exit immediatly if we don't have a target or kill target
|
||||
//
|
||||
if (FStringNull(pev->target) && !m_iszKillTarget)
|
||||
return;
|
||||
|
||||
//
|
||||
// check for a delay
|
||||
//
|
||||
if (m_flDelay != 0)
|
||||
{
|
||||
// create a temp object to fire at a later time
|
||||
CBaseDelay *pTemp = GetClassPtr( (CBaseDelay *)NULL);
|
||||
pTemp->pev->classname = MAKE_STRING("DelayedUse");
|
||||
|
||||
pTemp->pev->nextthink = gpGlobals->time + m_flDelay;
|
||||
|
||||
pTemp->SetThink( &CBaseDelay::DelayThink );
|
||||
|
||||
// Save the useType
|
||||
pTemp->pev->button = (int)useType;
|
||||
pTemp->m_iszKillTarget = m_iszKillTarget;
|
||||
pTemp->m_flDelay = 0; // prevent "recursion"
|
||||
pTemp->pev->target = pev->target;
|
||||
|
||||
// HACKHACK
|
||||
// This wasn't in the release build of Half-Life. We should have moved m_hActivator into this class
|
||||
// but changing member variable hierarchy would break save/restore without some ugly code.
|
||||
// This code is not as ugly as that code
|
||||
if ( pActivator && pActivator->IsPlayer() ) // If a player activates, then save it
|
||||
{
|
||||
pTemp->pev->owner = pActivator->edict();
|
||||
}
|
||||
else
|
||||
{
|
||||
pTemp->pev->owner = NULL;
|
||||
}
|
||||
|
||||
return;
|
||||
}
|
||||
|
||||
//
|
||||
// kill the killtargets
|
||||
//
|
||||
|
||||
if ( m_iszKillTarget )
|
||||
{
|
||||
edict_t *pentKillTarget = NULL;
|
||||
|
||||
ALERT( at_aiconsole, "KillTarget: %s\n", STRING(m_iszKillTarget) );
|
||||
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( NULL, STRING(m_iszKillTarget) );
|
||||
while ( !FNullEnt(pentKillTarget) )
|
||||
{
|
||||
UTIL_Remove( CBaseEntity::Instance(pentKillTarget) );
|
||||
|
||||
ALERT( at_aiconsole, "killing %s\n", STRING( pentKillTarget->v.classname ) );
|
||||
pentKillTarget = FIND_ENTITY_BY_TARGETNAME( pentKillTarget, STRING(m_iszKillTarget) );
|
||||
}
|
||||
}
|
||||
|
||||
//
|
||||
// fire targets
|
||||
//
|
||||
if (!FStringNull(pev->target))
|
||||
{
|
||||
FireTargets( STRING(pev->target), pActivator, this, useType, value );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
void CBaseDelay :: SUB_UseTargetsEntMethod( void )
|
||||
{
|
||||
SUB_UseTargets(pev);
|
||||
}
|
||||
*/
|
||||
|
||||
/*
|
||||
QuakeEd only writes a single float for angles (bad idea), so up and down are
|
||||
just constant angles.
|
||||
*/
|
||||
void SetMovedir( entvars_t *pev )
|
||||
{
|
||||
if (pev->angles == Vector(0, -1, 0))
|
||||
{
|
||||
pev->movedir = Vector(0, 0, 1);
|
||||
}
|
||||
else if (pev->angles == Vector(0, -2, 0))
|
||||
{
|
||||
pev->movedir = Vector(0, 0, -1);
|
||||
}
|
||||
else
|
||||
{
|
||||
UTIL_MakeVectors(pev->angles);
|
||||
pev->movedir = gpGlobals->v_forward;
|
||||
}
|
||||
|
||||
pev->angles = g_vecZero;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
void CBaseDelay::DelayThink( void )
|
||||
{
|
||||
CBaseEntity *pActivator = NULL;
|
||||
|
||||
if ( pev->owner != NULL ) // A player activated this on delay
|
||||
{
|
||||
pActivator = CBaseEntity::Instance( pev->owner );
|
||||
}
|
||||
// The use type is cached (and stashed) in pev->button
|
||||
SUB_UseTargets( pActivator, (USE_TYPE)pev->button, 0 );
|
||||
REMOVE_ENTITY(ENT(pev));
|
||||
}
|
||||
|
||||
|
||||
// Global Savedata for Toggle
|
||||
TYPEDESCRIPTION CBaseToggle::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CBaseToggle, m_toggle_state, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flActivateFinished, FIELD_TIME ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flMoveDistance, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flWait, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flLip, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flTWidth, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flTLength, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_vecPosition1, FIELD_POSITION_VECTOR ),
|
||||
DEFINE_FIELD( CBaseToggle, m_vecPosition2, FIELD_POSITION_VECTOR ),
|
||||
DEFINE_FIELD( CBaseToggle, m_vecAngle1, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
||||
DEFINE_FIELD( CBaseToggle, m_vecAngle2, FIELD_VECTOR ), // UNDONE: Position could go through transition, but also angle?
|
||||
DEFINE_FIELD( CBaseToggle, m_cTriggersLeft, FIELD_INTEGER ),
|
||||
DEFINE_FIELD( CBaseToggle, m_flHeight, FIELD_FLOAT ),
|
||||
DEFINE_FIELD( CBaseToggle, m_hActivator, FIELD_EHANDLE ),
|
||||
DEFINE_FIELD( CBaseToggle, m_pfnCallWhenMoveDone, FIELD_FUNCTION ),
|
||||
DEFINE_FIELD( CBaseToggle, m_vecFinalDest, FIELD_POSITION_VECTOR ),
|
||||
DEFINE_FIELD( CBaseToggle, m_vecFinalAngle, FIELD_VECTOR ),
|
||||
DEFINE_FIELD( CBaseToggle, m_sMaster, FIELD_STRING),
|
||||
DEFINE_FIELD( CBaseToggle, m_bitsDamageInflict, FIELD_INTEGER ), // damage type inflicted
|
||||
};
|
||||
IMPLEMENT_SAVERESTORE( CBaseToggle, CBaseAnimating );
|
||||
|
||||
|
||||
void CBaseToggle::KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "lip"))
|
||||
{
|
||||
m_flLip = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "wait"))
|
||||
{
|
||||
m_flWait = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "master"))
|
||||
{
|
||||
m_sMaster = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if (FStrEq(pkvd->szKeyName, "distance"))
|
||||
{
|
||||
m_flMoveDistance = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseDelay::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
LinearMove
|
||||
|
||||
calculate pev->velocity and pev->nextthink to reach vecDest from
|
||||
pev->origin traveling at flSpeed
|
||||
===============
|
||||
*/
|
||||
void CBaseToggle :: LinearMove( Vector vecDest, float flSpeed )
|
||||
{
|
||||
ASSERTSZ(flSpeed != 0, "LinearMove: no speed is defined!");
|
||||
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "LinearMove: no post-move function defined");
|
||||
|
||||
m_vecFinalDest = vecDest;
|
||||
|
||||
// Already there?
|
||||
if (vecDest == pev->origin)
|
||||
{
|
||||
LinearMoveDone();
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
Vector vecDestDelta = vecDest - pev->origin;
|
||||
|
||||
// divide vector length by speed to get time to reach dest
|
||||
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||||
|
||||
// set nextthink to trigger a call to LinearMoveDone when dest is reached
|
||||
pev->nextthink = pev->ltime + flTravelTime;
|
||||
SetThink( &CBaseToggle::LinearMoveDone );
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
pev->velocity = vecDestDelta / flTravelTime;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
After moving, set origin to exact final destination, call "move done" function
|
||||
============
|
||||
*/
|
||||
void CBaseToggle :: LinearMoveDone( void )
|
||||
{
|
||||
UTIL_SetOrigin(pev, m_vecFinalDest);
|
||||
pev->velocity = g_vecZero;
|
||||
pev->nextthink = -1;
|
||||
if ( m_pfnCallWhenMoveDone )
|
||||
(this->*m_pfnCallWhenMoveDone)();
|
||||
}
|
||||
|
||||
BOOL CBaseToggle :: IsLockedByMaster( void )
|
||||
{
|
||||
if (m_sMaster && !UTIL_IsMasterTriggered(m_sMaster, m_hActivator))
|
||||
return TRUE;
|
||||
else
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
AngularMove
|
||||
|
||||
calculate pev->velocity and pev->nextthink to reach vecDest from
|
||||
pev->origin traveling at flSpeed
|
||||
Just like LinearMove, but rotational.
|
||||
===============
|
||||
*/
|
||||
void CBaseToggle :: AngularMove( Vector vecDestAngle, float flSpeed )
|
||||
{
|
||||
ASSERTSZ(flSpeed != 0, "AngularMove: no speed is defined!");
|
||||
// ASSERTSZ(m_pfnCallWhenMoveDone != NULL, "AngularMove: no post-move function defined");
|
||||
|
||||
m_vecFinalAngle = vecDestAngle;
|
||||
|
||||
// Already there?
|
||||
if (vecDestAngle == pev->angles)
|
||||
{
|
||||
AngularMoveDone();
|
||||
return;
|
||||
}
|
||||
|
||||
// set destdelta to the vector needed to move
|
||||
Vector vecDestDelta = vecDestAngle - pev->angles;
|
||||
|
||||
// divide by speed to get time to reach dest
|
||||
float flTravelTime = vecDestDelta.Length() / flSpeed;
|
||||
|
||||
// set nextthink to trigger a call to AngularMoveDone when dest is reached
|
||||
pev->nextthink = pev->ltime + flTravelTime;
|
||||
SetThink( &CBaseToggle::AngularMoveDone );
|
||||
|
||||
// scale the destdelta vector by the time spent traveling to get velocity
|
||||
pev->avelocity = vecDestDelta / flTravelTime;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
============
|
||||
After rotating, set angle to exact final angle, call "move done" function
|
||||
============
|
||||
*/
|
||||
void CBaseToggle :: AngularMoveDone( void )
|
||||
{
|
||||
pev->angles = m_vecFinalAngle;
|
||||
pev->avelocity = g_vecZero;
|
||||
pev->nextthink = -1;
|
||||
if ( m_pfnCallWhenMoveDone )
|
||||
(this->*m_pfnCallWhenMoveDone)();
|
||||
}
|
||||
|
||||
|
||||
float CBaseToggle :: AxisValue( int flags, const Vector &angles )
|
||||
{
|
||||
if ( FBitSet(flags, SF_DOOR_ROTATE_Z) )
|
||||
return angles.z;
|
||||
if ( FBitSet(flags, SF_DOOR_ROTATE_X) )
|
||||
return angles.x;
|
||||
|
||||
return angles.y;
|
||||
}
|
||||
|
||||
|
||||
void CBaseToggle :: AxisDir( entvars_t *pev )
|
||||
{
|
||||
if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_Z) )
|
||||
pev->movedir = Vector ( 0, 0, 1 ); // around z-axis
|
||||
else if ( FBitSet(pev->spawnflags, SF_DOOR_ROTATE_X) )
|
||||
pev->movedir = Vector ( 1, 0, 0 ); // around x-axis
|
||||
else
|
||||
pev->movedir = Vector ( 0, 1, 0 ); // around y-axis
|
||||
}
|
||||
|
||||
|
||||
float CBaseToggle :: AxisDelta( int flags, const Vector &angle1, const Vector &angle2 )
|
||||
{
|
||||
if ( FBitSet (flags, SF_DOOR_ROTATE_Z) )
|
||||
return angle1.z - angle2.z;
|
||||
|
||||
if ( FBitSet (flags, SF_DOOR_ROTATE_X) )
|
||||
return angle1.x - angle2.x;
|
||||
|
||||
return angle1.y - angle2.y;
|
||||
}
|
||||
|
||||
|
||||
/*
|
||||
=============
|
||||
FEntIsVisible
|
||||
|
||||
returns TRUE if the passed entity is visible to caller, even if not infront ()
|
||||
=============
|
||||
*/
|
||||
BOOL
|
||||
FEntIsVisible(
|
||||
entvars_t* pev,
|
||||
entvars_t* pevTarget)
|
||||
{
|
||||
Vector vecSpot1 = pev->origin + pev->view_ofs;
|
||||
Vector vecSpot2 = pevTarget->origin + pevTarget->view_ofs;
|
||||
TraceResult tr;
|
||||
|
||||
UTIL_TraceLine(vecSpot1, vecSpot2, ignore_monsters, ENT(pev), &tr);
|
||||
|
||||
if (tr.fInOpen && tr.fInWater)
|
||||
return FALSE; // sight line crossed contents
|
||||
|
||||
if (tr.flFraction == 1)
|
||||
return TRUE;
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
|
||||
615
hlsdk/dmc/dlls/teamplay_gamerules.cpp
Normal file
615
hlsdk/dmc/dlls/teamplay_gamerules.cpp
Normal file
@@ -0,0 +1,615 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// teamplay_gamerules.cpp
|
||||
//
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
#include "game.h"
|
||||
|
||||
|
||||
/*class CDMCGameMgrHelper : public IVoiceGameMgrHelper
|
||||
{
|
||||
public:
|
||||
virtual bool ComparePlayerTeams(CBasePlayer *pPlayer1, CBasePlayer *pPlayer2)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
};
|
||||
static CDMCGameMgrHelper g_GameMgrHelper;*/
|
||||
|
||||
|
||||
static char team_names[MAX_TEAMS][MAX_TEAMNAME_LENGTH];
|
||||
static int team_scores[MAX_TEAMS];
|
||||
static int num_teams = 0;
|
||||
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
|
||||
CHalfLifeTeamplay :: CHalfLifeTeamplay()
|
||||
{
|
||||
// m_VoiceGameMgr.Init(&g_GameMgrHelper, VGMode(HearPVS), gpGlobals->maxClients);
|
||||
|
||||
m_DisableDeathMessages = FALSE;
|
||||
m_DisableDeathPenalty = FALSE;
|
||||
|
||||
memset( team_names, 0, sizeof(team_names) );
|
||||
memset( team_scores, 0, sizeof(team_scores) );
|
||||
num_teams = 0;
|
||||
|
||||
// Copy over the team from the server config
|
||||
m_szTeamList[0] = 0;
|
||||
|
||||
// Cache this because the team code doesn't want to deal with changing this in the middle of a game
|
||||
strncpy( m_szTeamList, teamlist.string, TEAMPLAY_TEAMLISTLENGTH );
|
||||
|
||||
edict_t *pWorld = INDEXENT(0);
|
||||
if ( pWorld && pWorld->v.team )
|
||||
{
|
||||
if ( teamoverride.value )
|
||||
{
|
||||
const char *pTeamList = STRING(pWorld->v.team);
|
||||
if ( pTeamList && strlen(pTeamList) )
|
||||
{
|
||||
strncpy( m_szTeamList, pTeamList, TEAMPLAY_TEAMLISTLENGTH );
|
||||
}
|
||||
}
|
||||
}
|
||||
// Has the server set teams
|
||||
if ( strlen( m_szTeamList ) )
|
||||
m_teamLimit = TRUE;
|
||||
else
|
||||
m_teamLimit = FALSE;
|
||||
|
||||
RecountTeams();
|
||||
}
|
||||
|
||||
BOOL CHalfLifeTeamplay::ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] )
|
||||
{
|
||||
// m_VoiceGameMgr.ClientConnected(pEntity);
|
||||
|
||||
return CHalfLifeMultiplay::ClientConnected(pEntity, pszName, pszAddress, szRejectReason);
|
||||
}
|
||||
|
||||
|
||||
extern cvar_t timeleft, fragsleft;
|
||||
|
||||
void CHalfLifeTeamplay :: Think ( void )
|
||||
{
|
||||
// m_VoiceGameMgr.Update(gpGlobals->frametime);
|
||||
|
||||
///// Check game rules /////
|
||||
static int last_frags;
|
||||
static int last_time;
|
||||
|
||||
int frags_remaining = 0;
|
||||
int time_remaining = 0;
|
||||
|
||||
if ( g_fGameOver ) // someone else quit the game already
|
||||
{
|
||||
CHalfLifeMultiplay::Think();
|
||||
return;
|
||||
}
|
||||
|
||||
float flTimeLimit = CVAR_GET_FLOAT("mp_timelimit") * 60;
|
||||
|
||||
time_remaining = (int)(flTimeLimit ? ( flTimeLimit - gpGlobals->time ) : 0);
|
||||
|
||||
if ( flTimeLimit != 0 && gpGlobals->time >= flTimeLimit )
|
||||
{
|
||||
GoToIntermission();
|
||||
return;
|
||||
}
|
||||
|
||||
float flFragLimit = fraglimit.value;
|
||||
if ( flFragLimit )
|
||||
{
|
||||
int bestfrags = 9999;
|
||||
int remain;
|
||||
|
||||
// check if any team is over the frag limit
|
||||
for ( int i = 0; i < num_teams; i++ )
|
||||
{
|
||||
if ( team_scores[i] >= flFragLimit )
|
||||
{
|
||||
GoToIntermission();
|
||||
return;
|
||||
}
|
||||
|
||||
remain = static_cast<int>(flFragLimit - team_scores[i]);
|
||||
if ( remain < bestfrags )
|
||||
{
|
||||
bestfrags = remain;
|
||||
}
|
||||
}
|
||||
frags_remaining = bestfrags;
|
||||
}
|
||||
|
||||
// Updates when frags change
|
||||
if ( frags_remaining != last_frags )
|
||||
{
|
||||
g_engfuncs.pfnCvar_DirectSet( &fragsleft, UTIL_VarArgs( "%i", frags_remaining ) );
|
||||
}
|
||||
|
||||
// Updates once per second
|
||||
if ( timeleft.value != last_time )
|
||||
{
|
||||
g_engfuncs.pfnCvar_DirectSet( &timeleft, UTIL_VarArgs( "%i", time_remaining ) );
|
||||
}
|
||||
|
||||
last_frags = frags_remaining;
|
||||
last_time = time_remaining;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
// ClientCommand
|
||||
// the user has typed a command which is unrecognized by everything else;
|
||||
// this check to see if the gamerules knows anything about the command
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay :: ClientCommand( CBasePlayer *pPlayer, const char *pcmd )
|
||||
{
|
||||
// if(m_VoiceGameMgr.ClientCommand(pPlayer, pcmd))
|
||||
// return TRUE;
|
||||
|
||||
if ( FStrEq( pcmd, "menuselect" ) )
|
||||
{
|
||||
if ( CMD_ARGC() < 2 )
|
||||
return TRUE;
|
||||
|
||||
// select the item from the current menu
|
||||
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
return FALSE;
|
||||
}
|
||||
|
||||
extern int gmsgGameMode;
|
||||
extern int gmsgSayText;
|
||||
extern int gmsgTeamInfo;
|
||||
|
||||
|
||||
void CHalfLifeTeamplay :: UpdateGameMode( CBasePlayer *pPlayer )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgGameMode, NULL, pPlayer->edict() );
|
||||
WRITE_BYTE( 1 ); // game mode teamplay
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
||||
const char *CHalfLifeTeamplay::SetDefaultPlayerTeam( CBasePlayer *pPlayer )
|
||||
{
|
||||
// copy out the team name from the model
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
|
||||
strncpy( pPlayer->m_szTeamName, mdls, TEAM_NAME_LENGTH );
|
||||
|
||||
RecountTeams();
|
||||
|
||||
// update the current player of the team he is joining
|
||||
if ( pPlayer->m_szTeamName[0] == '\0' || !IsValidTeam( pPlayer->m_szTeamName ) || defaultteam.value )
|
||||
{
|
||||
const char *pTeamName = NULL;
|
||||
|
||||
if ( defaultteam.value )
|
||||
{
|
||||
pTeamName = team_names[0];
|
||||
}
|
||||
else
|
||||
{
|
||||
pTeamName = TeamWithFewestPlayers();
|
||||
}
|
||||
strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
|
||||
}
|
||||
|
||||
return pPlayer->m_szTeamName;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// InitHUD
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::InitHUD( CBasePlayer *pPlayer )
|
||||
{
|
||||
SetDefaultPlayerTeam( pPlayer );
|
||||
CHalfLifeMultiplay::InitHUD( pPlayer );
|
||||
|
||||
RecountTeams();
|
||||
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model" );
|
||||
// update the current player of the team he is joining
|
||||
char text[1024];
|
||||
if ( !strcmp( mdls, pPlayer->m_szTeamName ) )
|
||||
{
|
||||
sprintf( text, "* you are on team \'%s\'\n", pPlayer->m_szTeamName );
|
||||
}
|
||||
else
|
||||
{
|
||||
sprintf( text, "* assigned to team %s\n", pPlayer->m_szTeamName );
|
||||
}
|
||||
|
||||
ChangePlayerTeam( pPlayer, pPlayer->m_szTeamName, FALSE, FALSE );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
RecountTeams();
|
||||
// update this player with all the other players team info
|
||||
// loop through all active players and send their team info to the new client
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
if ( plr && IsValidTeam( plr->TeamID() ) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ONE, gmsgTeamInfo, NULL, pPlayer->edict() );
|
||||
WRITE_BYTE( plr->entindex() );
|
||||
WRITE_STRING( plr->TeamID() );
|
||||
MESSAGE_END();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
void CHalfLifeTeamplay::ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib )
|
||||
{
|
||||
int damageFlags = DMG_GENERIC;
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
if ( !bGib )
|
||||
{
|
||||
damageFlags |= DMG_NEVERGIB;
|
||||
}
|
||||
else
|
||||
{
|
||||
damageFlags |= DMG_ALWAYSGIB;
|
||||
}
|
||||
|
||||
if ( bKill )
|
||||
{
|
||||
// kill the player, remove a death, and let them start on the new team
|
||||
m_DisableDeathMessages = TRUE;
|
||||
m_DisableDeathPenalty = TRUE;
|
||||
|
||||
entvars_t *pevWorld = VARS( INDEXENT(0) );
|
||||
pPlayer->TakeDamage( pevWorld, pevWorld, 900, damageFlags );
|
||||
|
||||
m_DisableDeathMessages = FALSE;
|
||||
m_DisableDeathPenalty = FALSE;
|
||||
}
|
||||
|
||||
// copy out the team name from the model
|
||||
strncpy( pPlayer->m_szTeamName, pTeamName, TEAM_NAME_LENGTH );
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );
|
||||
|
||||
// notify everyone's HUD of the team change
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgTeamInfo );
|
||||
WRITE_BYTE( clientIndex );
|
||||
WRITE_STRING( pPlayer->m_szTeamName );
|
||||
MESSAGE_END();
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// ClientUserInfoChanged
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer )
|
||||
{
|
||||
char text[1024];
|
||||
|
||||
// prevent skin/color/model changes
|
||||
char *mdls = g_engfuncs.pfnInfoKeyValue( infobuffer, "model" );
|
||||
|
||||
if ( !stricmp( mdls, pPlayer->m_szTeamName ) )
|
||||
return;
|
||||
|
||||
if ( defaultteam.value )
|
||||
{
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "team", pPlayer->m_szTeamName );
|
||||
sprintf( text, "* Not allowed to change teams in this game!\n" );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
return;
|
||||
}
|
||||
|
||||
if ( defaultteam.value || !IsValidTeam( mdls ) )
|
||||
{
|
||||
int clientIndex = pPlayer->entindex();
|
||||
|
||||
g_engfuncs.pfnSetClientKeyValue( clientIndex, g_engfuncs.pfnGetInfoKeyBuffer( pPlayer->edict() ), "model", pPlayer->m_szTeamName );
|
||||
sprintf( text, "* Can't change team to \'%s\'\n", mdls );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
sprintf( text, "* Server limits teams to \'%s\'\n", m_szTeamList );
|
||||
UTIL_SayText( text, pPlayer );
|
||||
return;
|
||||
}
|
||||
// notify everyone of the team change
|
||||
sprintf( text, "* %s has changed to team \'%s\'\n", STRING(pPlayer->pev->netname), mdls );
|
||||
UTIL_SayTextAll( text, pPlayer );
|
||||
|
||||
UTIL_LogPrintf( "\"%s<%i><%s><%s>\" joined team \"%s\"\n",
|
||||
STRING(pPlayer->pev->netname),
|
||||
GETPLAYERUSERID( pPlayer->edict() ),
|
||||
GETPLAYERAUTHID( pPlayer->edict() ),
|
||||
pPlayer->m_szTeamName,
|
||||
mdls );
|
||||
|
||||
ChangePlayerTeam( pPlayer, mdls, TRUE, TRUE );
|
||||
// recound stuff
|
||||
RecountTeams();
|
||||
}
|
||||
|
||||
extern int gmsgDeathMsg;
|
||||
|
||||
//=========================================================
|
||||
// Deathnotice.
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor )
|
||||
{
|
||||
if ( m_DisableDeathMessages )
|
||||
return;
|
||||
|
||||
if ( pVictim && pKiller && pKiller->flags & FL_CLIENT )
|
||||
{
|
||||
CBasePlayer *pk = (CBasePlayer*) CBaseEntity::Instance( pKiller );
|
||||
|
||||
if ( pk )
|
||||
{
|
||||
if ( (pk != pVictim) && (PlayerRelationship( pVictim, pk ) == GR_TEAMMATE) )
|
||||
{
|
||||
MESSAGE_BEGIN( MSG_ALL, gmsgDeathMsg );
|
||||
WRITE_BYTE( ENTINDEX(ENT(pKiller)) ); // the killer
|
||||
WRITE_BYTE( ENTINDEX(pVictim->edict()) ); // the victim
|
||||
WRITE_STRING( "teammate" ); // flag this as a teammate kill
|
||||
MESSAGE_END();
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
CHalfLifeMultiplay::DeathNotice( pVictim, pKiller, pevInflictor );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay :: PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor )
|
||||
{
|
||||
if ( !m_DisableDeathPenalty )
|
||||
{
|
||||
CHalfLifeMultiplay::PlayerKilled( pVictim, pKiller, pInflictor );
|
||||
RecountTeams();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
// IsTeamplay
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay::IsTeamplay( void )
|
||||
{
|
||||
return TRUE;
|
||||
}
|
||||
|
||||
BOOL CHalfLifeTeamplay::FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker )
|
||||
{
|
||||
if ( pAttacker && PlayerRelationship( pPlayer, pAttacker ) == GR_TEAMMATE )
|
||||
{
|
||||
// my teammate hit me.
|
||||
if ( (CVAR_GET_FLOAT("mp_friendlyfire") == 0) && (pAttacker != pPlayer) )
|
||||
{
|
||||
// friendly fire is off, and this hit came from someone other than myself, then don't get hurt
|
||||
return FALSE;
|
||||
}
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::FPlayerCanTakeDamage( pPlayer, pAttacker );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeTeamplay::PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget )
|
||||
{
|
||||
// half life multiplay has a simple concept of Player Relationships.
|
||||
// you are either on another player's team, or you are not.
|
||||
if ( !pPlayer || !pTarget || !pTarget->IsPlayer() )
|
||||
return GR_NOTTEAMMATE;
|
||||
|
||||
if ( (*GetTeamID(pPlayer) != '\0') && (*GetTeamID(pTarget) != '\0') && !stricmp( GetTeamID(pPlayer), GetTeamID(pTarget) ) )
|
||||
{
|
||||
return GR_TEAMMATE;
|
||||
}
|
||||
|
||||
return GR_NOTTEAMMATE;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
BOOL CHalfLifeTeamplay::ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target )
|
||||
{
|
||||
// always autoaim, unless target is a teammate
|
||||
CBaseEntity *pTgt = CBaseEntity::Instance( target );
|
||||
if ( pTgt && pTgt->IsPlayer() )
|
||||
{
|
||||
if ( PlayerRelationship( pPlayer, pTgt ) == GR_TEAMMATE )
|
||||
return FALSE; // don't autoaim at teammates
|
||||
}
|
||||
|
||||
return CHalfLifeMultiplay::ShouldAutoAim( pPlayer, target );
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
int CHalfLifeTeamplay::IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled )
|
||||
{
|
||||
if ( !pKilled )
|
||||
return 0;
|
||||
|
||||
if ( !pAttacker )
|
||||
return 1;
|
||||
|
||||
if ( pAttacker != pKilled && PlayerRelationship( pAttacker, pKilled ) == GR_TEAMMATE )
|
||||
return -1;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
const char *CHalfLifeTeamplay::GetTeamID( CBaseEntity *pEntity )
|
||||
{
|
||||
if ( pEntity == NULL || pEntity->pev == NULL )
|
||||
return "";
|
||||
|
||||
// return their team name
|
||||
return pEntity->TeamID();
|
||||
}
|
||||
|
||||
|
||||
int CHalfLifeTeamplay::GetTeamIndex( const char *pTeamName )
|
||||
{
|
||||
if ( pTeamName && *pTeamName != 0 )
|
||||
{
|
||||
// try to find existing team
|
||||
for ( int tm = 0; tm < num_teams; tm++ )
|
||||
{
|
||||
if ( !stricmp( team_names[tm], pTeamName ) )
|
||||
return tm;
|
||||
}
|
||||
}
|
||||
|
||||
return -1; // No match
|
||||
}
|
||||
|
||||
|
||||
const char *CHalfLifeTeamplay::GetIndexedTeamName( int teamIndex )
|
||||
{
|
||||
if ( teamIndex < 0 || teamIndex >= num_teams )
|
||||
return "";
|
||||
|
||||
return team_names[ teamIndex ];
|
||||
}
|
||||
|
||||
|
||||
BOOL CHalfLifeTeamplay::IsValidTeam( const char *pTeamName )
|
||||
{
|
||||
if ( !m_teamLimit ) // Any team is valid if the teamlist isn't set
|
||||
return TRUE;
|
||||
|
||||
return ( GetTeamIndex( pTeamName ) != -1 ) ? TRUE : FALSE;
|
||||
}
|
||||
|
||||
const char *CHalfLifeTeamplay::TeamWithFewestPlayers( void )
|
||||
{
|
||||
int i;
|
||||
int minPlayers = MAX_TEAMS;
|
||||
int teamCount[ MAX_TEAMS ];
|
||||
char *pTeamName = NULL;
|
||||
|
||||
memset( teamCount, 0, MAX_TEAMS * sizeof(int) );
|
||||
|
||||
// loop through all clients, count number of players on each team
|
||||
for ( i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( plr )
|
||||
{
|
||||
int team = GetTeamIndex( plr->TeamID() );
|
||||
if ( team >= 0 )
|
||||
teamCount[team] ++;
|
||||
}
|
||||
}
|
||||
|
||||
// Find team with least players
|
||||
for ( i = 0; i < num_teams; i++ )
|
||||
{
|
||||
if ( teamCount[i] < minPlayers )
|
||||
{
|
||||
minPlayers = teamCount[i];
|
||||
pTeamName = team_names[i];
|
||||
}
|
||||
}
|
||||
|
||||
return pTeamName;
|
||||
}
|
||||
|
||||
|
||||
//=========================================================
|
||||
//=========================================================
|
||||
void CHalfLifeTeamplay::RecountTeams( void )
|
||||
{
|
||||
char *pName;
|
||||
char teamlist[TEAMPLAY_TEAMLISTLENGTH];
|
||||
|
||||
// loop through all teams, recounting everything
|
||||
num_teams = 0;
|
||||
|
||||
// Copy all of the teams from the teamlist
|
||||
// make a copy because strtok is destructive
|
||||
strcpy( teamlist, m_szTeamList );
|
||||
pName = teamlist;
|
||||
pName = strtok( pName, ";" );
|
||||
while ( pName != NULL && *pName )
|
||||
{
|
||||
if ( GetTeamIndex( pName ) < 0 )
|
||||
{
|
||||
strcpy( team_names[num_teams], pName );
|
||||
num_teams++;
|
||||
}
|
||||
pName = strtok( NULL, ";" );
|
||||
}
|
||||
|
||||
if ( num_teams < 2 )
|
||||
{
|
||||
num_teams = 0;
|
||||
m_teamLimit = FALSE;
|
||||
}
|
||||
|
||||
// Sanity check
|
||||
memset( team_scores, 0, sizeof(team_scores) );
|
||||
|
||||
// loop through all clients
|
||||
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
|
||||
{
|
||||
CBaseEntity *plr = UTIL_PlayerByIndex( i );
|
||||
|
||||
if ( plr )
|
||||
{
|
||||
const char *pTeamName = plr->TeamID();
|
||||
// try add to existing team
|
||||
int tm = GetTeamIndex( pTeamName );
|
||||
|
||||
if ( tm < 0 ) // no team match found
|
||||
{
|
||||
if ( !m_teamLimit )
|
||||
{
|
||||
// add to new team
|
||||
tm = num_teams;
|
||||
num_teams++;
|
||||
team_scores[tm] = 0;
|
||||
strncpy( team_names[tm], pTeamName, MAX_TEAMNAME_LENGTH );
|
||||
}
|
||||
}
|
||||
|
||||
if ( tm >= 0 )
|
||||
{
|
||||
team_scores[tm] += static_cast<int>(plr->pev->frags);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
62
hlsdk/dmc/dlls/teamplay_gamerules.h
Normal file
62
hlsdk/dmc/dlls/teamplay_gamerules.h
Normal file
@@ -0,0 +1,62 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// teamplay_gamerules.h
|
||||
//
|
||||
|
||||
#include "voice_gamemgr.h"
|
||||
|
||||
#define MAX_TEAMNAME_LENGTH 16
|
||||
#define MAX_TEAMS 32
|
||||
|
||||
#define TEAMPLAY_TEAMLISTLENGTH MAX_TEAMS*MAX_TEAMNAME_LENGTH
|
||||
|
||||
class CHalfLifeTeamplay : public CHalfLifeMultiplay
|
||||
{
|
||||
public:
|
||||
CHalfLifeTeamplay();
|
||||
|
||||
virtual BOOL ClientConnected( edict_t *pEntity, const char *pszName, const char *pszAddress, char szRejectReason[ 128 ] );
|
||||
virtual BOOL ClientCommand( CBasePlayer *pPlayer, const char *pcmd );
|
||||
virtual void ClientUserInfoChanged( CBasePlayer *pPlayer, char *infobuffer );
|
||||
virtual BOOL IsTeamplay( void );
|
||||
virtual BOOL FPlayerCanTakeDamage( CBasePlayer *pPlayer, CBaseEntity *pAttacker );
|
||||
virtual int PlayerRelationship( CBaseEntity *pPlayer, CBaseEntity *pTarget );
|
||||
virtual const char *GetTeamID( CBaseEntity *pEntity );
|
||||
virtual BOOL ShouldAutoAim( CBasePlayer *pPlayer, edict_t *target );
|
||||
virtual int IPointsForKill( CBasePlayer *pAttacker, CBasePlayer *pKilled );
|
||||
virtual void InitHUD( CBasePlayer *pl );
|
||||
virtual void DeathNotice( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pevInflictor );
|
||||
virtual const char *GetGameDescription( void ) { return "HL Teamplay"; } // this is the game name that gets seen in the server browser
|
||||
virtual void UpdateGameMode( CBasePlayer *pPlayer ); // the client needs to be informed of the current game mode
|
||||
virtual void PlayerKilled( CBasePlayer *pVictim, entvars_t *pKiller, entvars_t *pInflictor );
|
||||
virtual void Think ( void );
|
||||
virtual int GetTeamIndex( const char *pTeamName );
|
||||
virtual const char *GetIndexedTeamName( int teamIndex );
|
||||
virtual BOOL IsValidTeam( const char *pTeamName );
|
||||
const char *SetDefaultPlayerTeam( CBasePlayer *pPlayer );
|
||||
virtual void ChangePlayerTeam( CBasePlayer *pPlayer, const char *pTeamName, BOOL bKill, BOOL bGib );
|
||||
|
||||
CVoiceGameMgr m_VoiceGameMgr;
|
||||
|
||||
private:
|
||||
void RecountTeams( void );
|
||||
const char *TeamWithFewestPlayers( void );
|
||||
|
||||
BOOL m_DisableDeathMessages;
|
||||
BOOL m_DisableDeathPenalty;
|
||||
BOOL m_teamLimit; // This means the server set only some teams as valid
|
||||
char m_szTeamList[TEAMPLAY_TEAMLISTLENGTH];
|
||||
};
|
||||
127
hlsdk/dmc/dlls/trains.h
Normal file
127
hlsdk/dmc/dlls/trains.h
Normal file
@@ -0,0 +1,127 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef TRAINS_H
|
||||
#define TRAINS_H
|
||||
|
||||
// Tracktrain spawn flags
|
||||
#define SF_TRACKTRAIN_NOPITCH 0x0001
|
||||
#define SF_TRACKTRAIN_NOCONTROL 0x0002
|
||||
#define SF_TRACKTRAIN_FORWARDONLY 0x0004
|
||||
#define SF_TRACKTRAIN_PASSABLE 0x0008
|
||||
|
||||
// Spawnflag for CPathTrack
|
||||
#define SF_PATH_DISABLED 0x00000001
|
||||
#define SF_PATH_FIREONCE 0x00000002
|
||||
#define SF_PATH_ALTREVERSE 0x00000004
|
||||
#define SF_PATH_DISABLE_TRAIN 0x00000008
|
||||
#define SF_PATH_ALTERNATE 0x00008000
|
||||
|
||||
// Spawnflags of CPathCorner
|
||||
#define SF_CORNER_WAITFORTRIG 0x001
|
||||
#define SF_CORNER_TELEPORT 0x002
|
||||
#define SF_CORNER_FIREONCE 0x004
|
||||
|
||||
//#define PATH_SPARKLE_DEBUG 1 // This makes a particle effect around path_track entities for debugging
|
||||
class CPathTrack : public CPointEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Activate( void );
|
||||
void KeyValue( KeyValueData* pkvd);
|
||||
|
||||
void SetPrevious( CPathTrack *pprevious );
|
||||
void Link( void );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
|
||||
CPathTrack *ValidPath( CPathTrack *ppath, int testFlag ); // Returns ppath if enabled, NULL otherwise
|
||||
void Project( CPathTrack *pstart, CPathTrack *pend, Vector *origin, float dist );
|
||||
|
||||
static CPathTrack *Instance( edict_t *pent );
|
||||
|
||||
CPathTrack *LookAhead( Vector *origin, float dist, int move );
|
||||
CPathTrack *Nearest( Vector origin );
|
||||
|
||||
CPathTrack *GetNext( void );
|
||||
CPathTrack *GetPrevious( void );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
#if PATH_SPARKLE_DEBUG
|
||||
void EXPORT Sparkle(void);
|
||||
#endif
|
||||
|
||||
float m_length;
|
||||
string_t m_altName;
|
||||
CPathTrack *m_pnext;
|
||||
CPathTrack *m_pprevious;
|
||||
CPathTrack *m_paltpath;
|
||||
};
|
||||
|
||||
|
||||
class CFuncTrackTrain : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
|
||||
void Blocked( CBaseEntity *pOther );
|
||||
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void KeyValue( KeyValueData* pkvd );
|
||||
|
||||
void EXPORT Next( void );
|
||||
void EXPORT Find( void );
|
||||
void EXPORT NearestPath( void );
|
||||
void EXPORT DeadEnd( void );
|
||||
|
||||
void NextThink( float thinkTime, BOOL alwaysThink );
|
||||
|
||||
void SetTrack( CPathTrack *track ) { m_ppath = track->Nearest(pev->origin); }
|
||||
void SetControls( entvars_t *pevControls );
|
||||
BOOL OnControls( entvars_t *pev );
|
||||
|
||||
void StopSound ( void );
|
||||
void UpdateSound ( void );
|
||||
|
||||
static CFuncTrackTrain *Instance( edict_t *pent );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
virtual int ObjectCaps( void ) { return (CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DIRECTIONAL_USE; }
|
||||
|
||||
virtual void OverrideReset( void );
|
||||
|
||||
CPathTrack *m_ppath;
|
||||
float m_length;
|
||||
float m_height;
|
||||
float m_speed;
|
||||
float m_dir;
|
||||
float m_startSpeed;
|
||||
Vector m_controlMins;
|
||||
Vector m_controlMaxs;
|
||||
int m_soundPlaying;
|
||||
int m_sounds;
|
||||
float m_flVolume;
|
||||
float m_flBank;
|
||||
float m_oldSpeed;
|
||||
|
||||
private:
|
||||
unsigned short m_usAdjustPitch;
|
||||
};
|
||||
|
||||
#endif
|
||||
2715
hlsdk/dmc/dlls/triggers.cpp
Normal file
2715
hlsdk/dmc/dlls/triggers.cpp
Normal file
File diff suppressed because it is too large
Load Diff
2715
hlsdk/dmc/dlls/util.cpp
Normal file
2715
hlsdk/dmc/dlls/util.cpp
Normal file
File diff suppressed because it is too large
Load Diff
599
hlsdk/dmc/dlls/util.h
Normal file
599
hlsdk/dmc/dlls/util.h
Normal file
@@ -0,0 +1,599 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
//
|
||||
// Misc utility code
|
||||
//
|
||||
|
||||
#include <string.h>
|
||||
|
||||
#ifndef ACTIVITY_H
|
||||
#include "activity.h"
|
||||
#endif
|
||||
|
||||
#ifndef ENGINECALLBACK_H
|
||||
#include "enginecallback.h"
|
||||
#endif
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ); // implementation later in this file
|
||||
|
||||
extern globalvars_t *gpGlobals;
|
||||
|
||||
// Use this instead of ALLOC_STRING on constant strings
|
||||
#define STRING(offset) (const char *)(gpGlobals->pStringBase + (int)offset)
|
||||
#define MAKE_STRING(str) ((int)str - (int)STRING(0))
|
||||
|
||||
inline edict_t *FIND_ENTITY_BY_CLASSNAME(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "classname", pszName);
|
||||
}
|
||||
|
||||
inline edict_t *FIND_ENTITY_BY_TARGETNAME(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "targetname", pszName);
|
||||
}
|
||||
|
||||
// for doing a reverse lookup. Say you have a door, and want to find its button.
|
||||
inline edict_t *FIND_ENTITY_BY_TARGET(edict_t *entStart, const char *pszName)
|
||||
{
|
||||
return FIND_ENTITY_BY_STRING(entStart, "target", pszName);
|
||||
}
|
||||
|
||||
// Keeps clutter down a bit, when writing key-value pairs
|
||||
#define WRITEKEY_INT(pf, szKeyName, iKeyValue) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%d\"\n", szKeyName, iKeyValue)
|
||||
#define WRITEKEY_FLOAT(pf, szKeyName, flKeyValue) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%f\"\n", szKeyName, flKeyValue)
|
||||
#define WRITEKEY_STRING(pf, szKeyName, szKeyValue) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%s\"\n", szKeyName, szKeyValue)
|
||||
#define WRITEKEY_VECTOR(pf, szKeyName, flX, flY, flZ) \
|
||||
ENGINE_FPRINTF(pf, "\"%s\" \"%f %f %f\"\n", szKeyName, flX, flY, flZ)
|
||||
|
||||
// Keeps clutter down a bit, when using a float as a bit-vector
|
||||
#define SetBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) | (bits))
|
||||
#define ClearBits(flBitVector, bits) ((flBitVector) = (int)(flBitVector) & ~(bits))
|
||||
#define FBitSet(flBitVector, bit) ((int)(flBitVector) & (bit))
|
||||
|
||||
// Makes these more explicit, and easier to find
|
||||
#define FILE_GLOBAL static
|
||||
#define DLL_GLOBAL
|
||||
|
||||
// Until we figure out why "const" gives the compiler problems, we'll just have to use
|
||||
// this bogus "empty" define to mark things as constant.
|
||||
#define CONSTANT
|
||||
|
||||
// More explicit than "int"
|
||||
typedef int EOFFSET;
|
||||
|
||||
// In case it's not alread defined
|
||||
typedef int BOOL;
|
||||
|
||||
// In case this ever changes
|
||||
#define M_PI 3.14159265358979323846
|
||||
|
||||
// Keeps clutter down a bit, when declaring external entity/global method prototypes
|
||||
#define DECLARE_GLOBAL_METHOD(MethodName) \
|
||||
extern void DLLEXPORT MethodName( void )
|
||||
#define GLOBAL_METHOD(funcname) void DLLEXPORT funcname(void)
|
||||
|
||||
// This is the glue that hooks .MAP entity class names to our CPP classes
|
||||
// The _declspec forces them to be exported by name so we can do a lookup with GetProcAddress()
|
||||
// The function is used to intialize / allocate the object for the entity
|
||||
#ifdef _WIN32
|
||||
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
|
||||
extern "C" _declspec( dllexport ) void mapClassName( entvars_t *pev ); \
|
||||
void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
|
||||
#else
|
||||
#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
|
||||
extern "C" void mapClassName( entvars_t *pev ); \
|
||||
void mapClassName( entvars_t *pev ) { GetClassPtr( (DLLClassName *)pev ); }
|
||||
#endif
|
||||
|
||||
|
||||
//
|
||||
// Conversion among the three types of "entity", including identity-conversions.
|
||||
//
|
||||
#ifdef DEBUG
|
||||
extern edict_t *DBG_EntOfVars(const entvars_t *pev);
|
||||
inline edict_t *ENT(const entvars_t *pev) { return DBG_EntOfVars(pev); }
|
||||
#else
|
||||
inline edict_t *ENT(const entvars_t *pev) { return pev->pContainingEntity; }
|
||||
#endif
|
||||
inline edict_t *ENT(edict_t *pent) { return pent; }
|
||||
inline edict_t *ENT(EOFFSET eoffset) { return (*g_engfuncs.pfnPEntityOfEntOffset)(eoffset); }
|
||||
inline EOFFSET OFFSET(EOFFSET eoffset) { return eoffset; }
|
||||
inline EOFFSET OFFSET(const edict_t *pent)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !pent )
|
||||
ALERT( at_error, "Bad ent in OFFSET()\n" );
|
||||
#endif
|
||||
return (*g_engfuncs.pfnEntOffsetOfPEntity)(pent);
|
||||
}
|
||||
inline EOFFSET OFFSET(entvars_t *pev)
|
||||
{
|
||||
#ifdef _DEBUG
|
||||
if ( !pev )
|
||||
ALERT( at_error, "Bad pev in OFFSET()\n" );
|
||||
#endif
|
||||
return OFFSET(ENT(pev));
|
||||
}
|
||||
inline entvars_t *VARS(entvars_t *pev) { return pev; }
|
||||
|
||||
inline entvars_t *VARS(edict_t *pent)
|
||||
{
|
||||
if ( !pent )
|
||||
return NULL;
|
||||
|
||||
return &pent->v;
|
||||
}
|
||||
|
||||
inline entvars_t* VARS(EOFFSET eoffset) { return VARS(ENT(eoffset)); }
|
||||
inline int ENTINDEX(edict_t *pEdict) { return (*g_engfuncs.pfnIndexOfEdict)(pEdict); }
|
||||
inline edict_t* INDEXENT( int iEdictNum ) { return (*g_engfuncs.pfnPEntityOfEntIndex)(iEdictNum); }
|
||||
inline void MESSAGE_BEGIN( int msg_dest, int msg_type, const float *pOrigin, entvars_t *ent ) {
|
||||
(*g_engfuncs.pfnMessageBegin)(msg_dest, msg_type, pOrigin, ENT(ent));
|
||||
}
|
||||
|
||||
// Testing the three types of "entity" for nullity
|
||||
#define eoNullEntity 0
|
||||
inline BOOL FNullEnt(EOFFSET eoffset) { return eoffset == 0; }
|
||||
inline BOOL FNullEnt(const edict_t* pent) { return pent == NULL || FNullEnt(OFFSET(pent)); }
|
||||
inline BOOL FNullEnt(entvars_t* pev) { return pev == NULL || FNullEnt(OFFSET(pev)); }
|
||||
|
||||
// Testing strings for nullity
|
||||
#define iStringNull 0
|
||||
inline BOOL FStringNull(int iString) { return iString == iStringNull; }
|
||||
|
||||
#define cchMapNameMost 32
|
||||
|
||||
// Dot products for view cone checking
|
||||
#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
|
||||
#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
|
||||
#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
|
||||
#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
|
||||
|
||||
// All monsters need this data
|
||||
#define DONT_BLEED -1
|
||||
#define BLOOD_COLOR_RED (BYTE)247
|
||||
#define BLOOD_COLOR_YELLOW (BYTE)195
|
||||
#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
|
||||
|
||||
typedef enum
|
||||
{
|
||||
|
||||
MONSTERSTATE_NONE = 0,
|
||||
MONSTERSTATE_IDLE,
|
||||
MONSTERSTATE_COMBAT,
|
||||
MONSTERSTATE_ALERT,
|
||||
MONSTERSTATE_HUNT,
|
||||
MONSTERSTATE_PRONE,
|
||||
MONSTERSTATE_SCRIPT,
|
||||
MONSTERSTATE_PLAYDEAD,
|
||||
MONSTERSTATE_DEAD
|
||||
|
||||
} MONSTERSTATE;
|
||||
|
||||
|
||||
|
||||
// Things that toggle (buttons/triggers/doors) need this
|
||||
typedef enum
|
||||
{
|
||||
TS_AT_TOP,
|
||||
TS_AT_BOTTOM,
|
||||
TS_GOING_UP,
|
||||
TS_GOING_DOWN
|
||||
} TOGGLE_STATE;
|
||||
|
||||
// Misc useful
|
||||
inline BOOL FStrEq(const char*sz1, const char*sz2)
|
||||
{ return (strcmp(sz1, sz2) == 0); }
|
||||
inline BOOL FClassnameIs(edict_t* pent, const char* szClassname)
|
||||
{ return FStrEq(STRING(VARS(pent)->classname), szClassname); }
|
||||
inline BOOL FClassnameIs(entvars_t* pev, const char* szClassname)
|
||||
{ return FStrEq(STRING(pev->classname), szClassname); }
|
||||
|
||||
class CBaseEntity;
|
||||
|
||||
// Misc. Prototypes
|
||||
extern void UTIL_SetSize (entvars_t* pev, const Vector &vecMin, const Vector &vecMax);
|
||||
extern float UTIL_VecToYaw (const Vector &vec);
|
||||
extern Vector UTIL_VecToAngles (const Vector &vec);
|
||||
extern float UTIL_AngleMod (float a);
|
||||
extern float UTIL_AngleDiff ( float destAngle, float srcAngle );
|
||||
|
||||
extern CBaseEntity *UTIL_FindEntityInSphere(CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius);
|
||||
extern CBaseEntity *UTIL_FindEntityByString(CBaseEntity *pStartEntity, const char *szKeyword, const char *szValue );
|
||||
extern CBaseEntity *UTIL_FindEntityByClassname(CBaseEntity *pStartEntity, const char *szName );
|
||||
extern CBaseEntity *UTIL_FindEntityByTargetname(CBaseEntity *pStartEntity, const char *szName );
|
||||
extern CBaseEntity *UTIL_FindEntityGeneric(const char *szName, Vector &vecSrc, float flRadius );
|
||||
|
||||
// returns a CBaseEntity pointer to a player by index. Only returns if the player is spawned and connected
|
||||
// otherwise returns NULL
|
||||
// Index is 1 based
|
||||
extern CBaseEntity *UTIL_PlayerByIndex( int playerIndex );
|
||||
|
||||
#define UTIL_EntitiesInPVS(pent) (*g_engfuncs.pfnEntitiesInPVS)(pent)
|
||||
extern void UTIL_MakeVectors (const Vector &vecAngles);
|
||||
|
||||
// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
|
||||
extern int UTIL_MonstersInSphere( CBaseEntity **pList, int listMax, const Vector ¢er, float radius );
|
||||
extern int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask );
|
||||
|
||||
inline void UTIL_MakeVectorsPrivate( const Vector &vecAngles, float *p_vForward, float *p_vRight, float *p_vUp )
|
||||
{
|
||||
g_engfuncs.pfnAngleVectors( vecAngles, p_vForward, p_vRight, p_vUp );
|
||||
}
|
||||
|
||||
extern void UTIL_MakeAimVectors ( const Vector &vecAngles ); // like MakeVectors, but assumes pitch isn't inverted
|
||||
extern void UTIL_MakeInvVectors ( const Vector &vec, globalvars_t *pgv );
|
||||
|
||||
extern void UTIL_SetOrigin ( entvars_t* pev, const Vector &vecOrigin );
|
||||
extern void UTIL_EmitAmbientSound ( edict_t *entity, const Vector &vecOrigin, const char *samp, float vol, float attenuation, int fFlags, int pitch );
|
||||
extern void UTIL_ParticleEffect ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
|
||||
extern void UTIL_ScreenShake ( const Vector ¢er, float amplitude, float frequency, float duration, float radius );
|
||||
extern void UTIL_ScreenShakeAll ( const Vector ¢er, float amplitude, float frequency, float duration );
|
||||
extern void UTIL_ShowMessage ( const char *pString, CBaseEntity *pPlayer );
|
||||
extern void UTIL_ShowMessageAll ( const char *pString );
|
||||
extern void UTIL_ScreenFadeAll ( const Vector &color, float fadeTime, float holdTime, int alpha, int flags );
|
||||
extern void UTIL_ScreenFade ( CBaseEntity *pEntity, const Vector &color, float fadeTime, float fadeHold, int alpha, int flags );
|
||||
|
||||
typedef enum { ignore_monsters=1, dont_ignore_monsters=0, missile=2 } IGNORE_MONSTERS;
|
||||
typedef enum { ignore_glass=1, dont_ignore_glass=0 } IGNORE_GLASS;
|
||||
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, edict_t *pentIgnore, TraceResult *ptr);
|
||||
extern void UTIL_TraceLine (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, IGNORE_GLASS ignoreGlass, edict_t *pentIgnore, TraceResult *ptr);
|
||||
typedef enum { point_hull=0, human_hull=1, large_hull=2, head_hull=3 };
|
||||
extern void UTIL_TraceHull (const Vector &vecStart, const Vector &vecEnd, IGNORE_MONSTERS igmon, int hullNumber, edict_t *pentIgnore, TraceResult *ptr);
|
||||
extern TraceResult UTIL_GetGlobalTrace (void);
|
||||
extern void UTIL_TraceModel (const Vector &vecStart, const Vector &vecEnd, int hullNumber, edict_t *pentModel, TraceResult *ptr);
|
||||
extern Vector UTIL_GetAimVector (edict_t* pent, float flSpeed);
|
||||
extern int UTIL_PointContents (const Vector &vec);
|
||||
|
||||
extern int UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
|
||||
extern void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
|
||||
extern void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount );
|
||||
extern Vector UTIL_RandomBloodVector( void );
|
||||
extern BOOL UTIL_ShouldShowBlood( int bloodColor );
|
||||
extern void UTIL_BloodDecalTrace( TraceResult *pTrace, int bloodColor );
|
||||
extern void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber );
|
||||
extern void UTIL_PlayerDecalTrace( TraceResult *pTrace, int playernum, int decalNumber, BOOL bIsCustom );
|
||||
extern void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber );
|
||||
extern void UTIL_Sparks( const Vector &position );
|
||||
extern void UTIL_Ricochet( const Vector &position, float scale );
|
||||
extern void UTIL_StringToVector( float *pVector, const char *pString );
|
||||
extern void UTIL_StringToIntArray( int *pVector, int count, const char *pString );
|
||||
extern Vector UTIL_ClampVectorToBox( const Vector &input, const Vector &clampSize );
|
||||
extern float UTIL_Approach( float target, float value, float speed );
|
||||
extern float UTIL_ApproachAngle( float target, float value, float speed );
|
||||
extern float UTIL_AngleDistance( float next, float cur );
|
||||
|
||||
extern char *UTIL_VarArgs( char *format, ... );
|
||||
extern void UTIL_Remove( CBaseEntity *pEntity );
|
||||
extern BOOL UTIL_IsValidEntity( edict_t *pent );
|
||||
extern BOOL UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );
|
||||
|
||||
// create a TENT projectile on all clients
|
||||
extern void UTIL_ClientProjectile( const Vector &vecOrigin, const Vector &vecVelocity, short sModelIndex, int iOwnerIndex, int iLife );
|
||||
|
||||
// Use for ease-in, ease-out style interpolation (accel/decel)
|
||||
extern float UTIL_SplineFraction( float value, float scale );
|
||||
|
||||
// Search for water transition along a vertical line
|
||||
extern float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
|
||||
extern void UTIL_Bubbles( Vector mins, Vector maxs, int count );
|
||||
extern void UTIL_BubbleTrail( Vector from, Vector to, int count );
|
||||
|
||||
// allows precacheing of other entities
|
||||
extern void UTIL_PrecacheOther( const char *szClassname );
|
||||
|
||||
// prints a message to each client
|
||||
extern void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
|
||||
inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
|
||||
{
|
||||
UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
|
||||
}
|
||||
|
||||
class CBasePlayerItem;
|
||||
class CBasePlayer;
|
||||
extern BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon );
|
||||
|
||||
// prints messages through the HUD
|
||||
extern void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
|
||||
|
||||
// prints a message to the HUD say (chat)
|
||||
extern void UTIL_SayText( const char *pText, CBaseEntity *pEntity );
|
||||
extern void UTIL_SayTextAll( const char *pText, CBaseEntity *pEntity );
|
||||
|
||||
|
||||
typedef struct hudtextparms_s
|
||||
{
|
||||
float x;
|
||||
float y;
|
||||
int effect;
|
||||
byte r1, g1, b1, a1;
|
||||
byte r2, g2, b2, a2;
|
||||
float fadeinTime;
|
||||
float fadeoutTime;
|
||||
float holdTime;
|
||||
float fxTime;
|
||||
int channel;
|
||||
} hudtextparms_t;
|
||||
|
||||
// prints as transparent 'title' to the HUD
|
||||
extern void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
|
||||
extern void UTIL_HudMessage( CBaseEntity *pEntity, const hudtextparms_t &textparms, const char *pMessage );
|
||||
|
||||
// for handy use with ClientPrint params
|
||||
extern char *UTIL_dtos1( int d );
|
||||
extern char *UTIL_dtos2( int d );
|
||||
extern char *UTIL_dtos3( int d );
|
||||
extern char *UTIL_dtos4( int d );
|
||||
|
||||
// Writes message to console with timestamp and FragLog header.
|
||||
extern void UTIL_LogPrintf( char *fmt, ... );
|
||||
|
||||
// Sorta like FInViewCone, but for nonmonsters.
|
||||
extern float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
|
||||
|
||||
extern void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
|
||||
|
||||
// Misc functions
|
||||
extern void SetMovedir(entvars_t* pev);
|
||||
extern Vector VecBModelOrigin( entvars_t* pevBModel );
|
||||
extern int BuildChangeList( LEVELLIST *pLevelList, int maxList );
|
||||
|
||||
//
|
||||
// How did I ever live without ASSERT?
|
||||
//
|
||||
#ifdef DEBUG
|
||||
void DBG_AssertFunction(BOOL fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
|
||||
#define ASSERT(f) DBG_AssertFunction(f, #f, __FILE__, __LINE__, NULL)
|
||||
#define ASSERTSZ(f, sz) DBG_AssertFunction(f, #f, __FILE__, __LINE__, sz)
|
||||
#else // !DEBUG
|
||||
#define ASSERT(f)
|
||||
#define ASSERTSZ(f, sz)
|
||||
#endif // !DEBUG
|
||||
|
||||
|
||||
extern DLL_GLOBAL const Vector g_vecZero;
|
||||
|
||||
//
|
||||
// Constants that were used only by QC (maybe not used at all now)
|
||||
//
|
||||
// Un-comment only as needed
|
||||
//
|
||||
#define LANGUAGE_ENGLISH 0
|
||||
#define LANGUAGE_GERMAN 1
|
||||
#define LANGUAGE_FRENCH 2
|
||||
#define LANGUAGE_BRITISH 3
|
||||
|
||||
extern DLL_GLOBAL int g_Language;
|
||||
|
||||
#define AMBIENT_SOUND_STATIC 0 // medium radius attenuation
|
||||
#define AMBIENT_SOUND_EVERYWHERE 1
|
||||
#define AMBIENT_SOUND_SMALLRADIUS 2
|
||||
#define AMBIENT_SOUND_MEDIUMRADIUS 4
|
||||
#define AMBIENT_SOUND_LARGERADIUS 8
|
||||
#define AMBIENT_SOUND_START_SILENT 16
|
||||
#define AMBIENT_SOUND_NOT_LOOPING 32
|
||||
|
||||
#define SPEAKER_START_SILENT 1 // wait for trigger 'on' to start announcements
|
||||
|
||||
#define SND_SPAWNING (1<<8) // duplicated in protocol.h we're spawing, used in some cases for ambients
|
||||
#define SND_STOP (1<<5) // duplicated in protocol.h stop sound
|
||||
#define SND_CHANGE_VOL (1<<6) // duplicated in protocol.h change sound vol
|
||||
#define SND_CHANGE_PITCH (1<<7) // duplicated in protocol.h change sound pitch
|
||||
|
||||
#define LFO_SQUARE 1
|
||||
#define LFO_TRIANGLE 2
|
||||
#define LFO_RANDOM 3
|
||||
|
||||
// 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_PENDULUM_AUTO_RETURN 16
|
||||
#define SF_PENDULUM_PASSABLE 32
|
||||
|
||||
|
||||
#define SF_BRUSH_ROTATE_SMALLRADIUS 128
|
||||
#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
|
||||
#define SF_BRUSH_ROTATE_LARGERADIUS 512
|
||||
|
||||
#define PUSH_BLOCK_ONLY_X 1
|
||||
#define PUSH_BLOCK_ONLY_Y 2
|
||||
|
||||
// QUAKECLASSIC: Different player sizes
|
||||
//#define VEC_HULL_MIN Vector(-16, -16, -36)
|
||||
//#define VEC_HULL_MAX Vector( 16, 16, 36)
|
||||
#define VEC_HULL_MIN Vector(-16, -16, -24)
|
||||
#define VEC_HULL_MAX Vector(16, 16, 32)
|
||||
|
||||
#define VEC_HUMAN_HULL_MIN Vector( -16, -16, 0 )
|
||||
#define VEC_HUMAN_HULL_MAX Vector( 16, 16, 72 )
|
||||
#define VEC_HUMAN_HULL_DUCK Vector( 16, 16, 36 )
|
||||
|
||||
#define VEC_VIEW Vector( 0, 0, 18 )
|
||||
|
||||
#define VEC_DUCK_HULL_MIN Vector(-16, -16, -18 )
|
||||
#define VEC_DUCK_HULL_MAX Vector( 16, 16, 18)
|
||||
#define VEC_DUCK_VIEW Vector( 0, 0, 12 )
|
||||
|
||||
#define SVC_TEMPENTITY 23
|
||||
#define SVC_INTERMISSION 30
|
||||
#define SVC_CDTRACK 32
|
||||
#define SVC_WEAPONANIM 35
|
||||
#define SVC_ROOMTYPE 37
|
||||
#define SVC_ADDANGLE 38 // [vec3] add this angle to the view angle
|
||||
#define SVC_NEWUSERMSG 39
|
||||
#define SVC_DIRECTOR 51
|
||||
|
||||
|
||||
// triggers
|
||||
#define SF_TRIGGER_ALLOWMONSTERS 1// monsters allowed to fire this trigger
|
||||
#define SF_TRIGGER_NOCLIENTS 2// players not allowed to fire this trigger
|
||||
#define SF_TRIGGER_PUSHABLES 4// only pushables can fire this trigger
|
||||
|
||||
// func breakable
|
||||
#define SF_BREAK_TRIGGER_ONLY 1// may only be broken by trigger
|
||||
#define SF_BREAK_TOUCH 2// can be 'crashed through' by running player (plate glass)
|
||||
#define SF_BREAK_PRESSURE 4// can be broken by a player standing on it
|
||||
#define SF_BREAK_CROWBAR 256// instant break if hit with crowbar
|
||||
|
||||
// func_pushable (it's also func_breakable, so don't collide with those flags)
|
||||
#define SF_PUSH_BREAKABLE 128
|
||||
|
||||
#define SF_LIGHT_START_OFF 1
|
||||
|
||||
#define SPAWNFLAG_NOMESSAGE 1
|
||||
#define SPAWNFLAG_NOTOUCH 1
|
||||
#define SPAWNFLAG_DROIDONLY 4
|
||||
|
||||
#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
|
||||
|
||||
#define TELE_PLAYER_ONLY 1
|
||||
#define TELE_SILENT 2
|
||||
|
||||
#define SF_TRIG_PUSH_ONCE 1
|
||||
|
||||
|
||||
// Sound Utilities
|
||||
|
||||
// sentence groups
|
||||
#define CBSENTENCENAME_MAX 16
|
||||
#define CVOXFILESENTENCEMAX 1536 // max number of sentences in game. NOTE: this must match
|
||||
// CVOXFILESENTENCEMAX in engine\sound.h!!!
|
||||
|
||||
extern char gszallsentencenames[CVOXFILESENTENCEMAX][CBSENTENCENAME_MAX];
|
||||
extern int gcallsentences;
|
||||
|
||||
int USENTENCEG_Pick(int isentenceg, char *szfound);
|
||||
int USENTENCEG_PickSequential(int isentenceg, char *szfound, int ipick, int freset);
|
||||
void USENTENCEG_InitLRU(unsigned char *plru, int count);
|
||||
|
||||
void SENTENCEG_Init();
|
||||
void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
|
||||
int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, float attenuation, int flags, int pitch);
|
||||
int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch);
|
||||
int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, float attenuation, int flags, int pitch, int ipick, int freset);
|
||||
int SENTENCEG_GetIndex(const char *szrootname);
|
||||
int SENTENCEG_Lookup(const char *sample, char *sentencenum);
|
||||
|
||||
void TEXTURETYPE_Init();
|
||||
char TEXTURETYPE_Find(char *name);
|
||||
float TEXTURETYPE_PlaySound(TraceResult *ptr, Vector vecSrc, Vector vecEnd, int iBulletType);
|
||||
|
||||
#define CBTEXTURENAMEMAX 13 // only load first n chars of name
|
||||
|
||||
#define CHAR_TEX_CONCRETE 'C' // texture types
|
||||
#define CHAR_TEX_METAL 'M'
|
||||
#define CHAR_TEX_DIRT 'D'
|
||||
#define CHAR_TEX_VENT 'V'
|
||||
#define CHAR_TEX_GRATE 'G'
|
||||
#define CHAR_TEX_TILE 'T'
|
||||
#define CHAR_TEX_SLOSH 'S'
|
||||
#define CHAR_TEX_WOOD 'W'
|
||||
#define CHAR_TEX_COMPUTER 'P'
|
||||
#define CHAR_TEX_GLASS 'Y'
|
||||
#define CHAR_TEX_FLESH 'F'
|
||||
|
||||
// NOTE: use EMIT_SOUND_DYN to set the pitch of a sound. Pitch of 100
|
||||
// is no pitch shift. Pitch > 100 up to 255 is a higher pitch, pitch < 100
|
||||
// down to 1 is a lower pitch. 150 to 70 is the realistic range.
|
||||
// EMIT_SOUND_DYN with pitch != 100 should be used sparingly, as it's not quite as
|
||||
// fast as EMIT_SOUND (the pitchshift mixer is not native coded).
|
||||
|
||||
void EMIT_SOUND_DYN(edict_t *entity, int channel, const char *sample, float volume, float attenuation,
|
||||
int flags, int pitch);
|
||||
|
||||
|
||||
inline void EMIT_SOUND(edict_t *entity, int channel, const char *sample, float volume, float attenuation)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, volume, attenuation, 0, PITCH_NORM);
|
||||
}
|
||||
|
||||
inline void STOP_SOUND(edict_t *entity, int channel, const char *sample)
|
||||
{
|
||||
EMIT_SOUND_DYN(entity, channel, sample, 0, 0, SND_STOP, PITCH_NORM);
|
||||
}
|
||||
|
||||
void EMIT_SOUND_SUIT(edict_t *entity, const char *sample);
|
||||
void EMIT_GROUPID_SUIT(edict_t *entity, int isentenceg);
|
||||
void EMIT_GROUPNAME_SUIT(edict_t *entity, const char *groupname);
|
||||
|
||||
#define PRECACHE_SOUND_ARRAY( a ) \
|
||||
{ for (int i = 0; i < static_cast<int>(ARRAYSIZE( a )); i++ ) PRECACHE_SOUND((char *) a [i]); }
|
||||
|
||||
#define EMIT_SOUND_ARRAY_DYN( chan, array ) \
|
||||
EMIT_SOUND_DYN ( ENT(pev), chan , array [ RANDOM_LONG(0,ARRAYSIZE( array )-1) ], 1.0, ATTN_NORM, 0, RANDOM_LONG(95,105) );
|
||||
|
||||
#define RANDOM_SOUND_ARRAY( array ) (array) [ RANDOM_LONG(0,ARRAYSIZE( (array) )-1) ]
|
||||
|
||||
|
||||
#define PLAYBACK_EVENT( flags, who, index ) PLAYBACK_EVENT_FULL( flags, who, index, 0, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
#define PLAYBACK_EVENT_DELAY( flags, who, index, delay ) PLAYBACK_EVENT_FULL( flags, who, index, delay, (float *)&g_vecZero, (float *)&g_vecZero, 0.0, 0.0, 0, 0, 0, 0 );
|
||||
|
||||
#define GROUP_OP_AND 0
|
||||
#define GROUP_OP_NAND 1
|
||||
|
||||
extern int g_groupmask;
|
||||
extern int g_groupop;
|
||||
|
||||
class UTIL_GroupTrace
|
||||
{
|
||||
public:
|
||||
UTIL_GroupTrace( int groupmask, int op );
|
||||
~UTIL_GroupTrace( void );
|
||||
|
||||
private:
|
||||
int m_oldgroupmask, m_oldgroupop;
|
||||
};
|
||||
|
||||
void UTIL_SetGroupTrace( int groupmask, int op );
|
||||
void UTIL_UnsetGroupTrace( void );
|
||||
|
||||
int UTIL_SharedRandomLong( unsigned int seed, int low, int high );
|
||||
float UTIL_SharedRandomFloat( unsigned int seed, float low, float high );
|
||||
|
||||
float UTIL_WeaponTimeBase( void );
|
||||
|
||||
typedef enum {
|
||||
RED = 1,
|
||||
BLUE,
|
||||
GREEN,
|
||||
YELLOW,
|
||||
WHITE
|
||||
} printcolor_t;
|
||||
|
||||
typedef enum {
|
||||
F_IN_OUT,
|
||||
CREDITS,
|
||||
SCANOUT
|
||||
} printeffect_t;
|
||||
|
||||
typedef enum {
|
||||
|
||||
WIN_MSG,
|
||||
CRITICAL,
|
||||
INFO,
|
||||
LEADER_HIT,
|
||||
MISC_SHIT,
|
||||
CHASECAM,
|
||||
CHASECAM_TARGET,
|
||||
NOTIFY,
|
||||
|
||||
} effectchannel_t;
|
||||
|
||||
extern void EffectPrint( CBasePlayer *pPlayer, int color, int effect, int channel, char *text );
|
||||
111
hlsdk/dmc/dlls/vector.h
Normal file
111
hlsdk/dmc/dlls/vector.h
Normal file
@@ -0,0 +1,111 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef VECTOR_H
|
||||
#define VECTOR_H
|
||||
|
||||
//=========================================================
|
||||
// 2DVector - used for many pathfinding and many other
|
||||
// operations that are treated as planar rather than 3d.
|
||||
//=========================================================
|
||||
class Vector2D
|
||||
{
|
||||
public:
|
||||
inline Vector2D(void): x(0.0), y(0.0) { }
|
||||
inline Vector2D(float X, float Y): x(0.0), y(0.0) { x = X; y = Y; }
|
||||
inline Vector2D operator+(const Vector2D& v) const { return Vector2D(x+v.x, y+v.y); }
|
||||
inline Vector2D operator-(const Vector2D& v) const { return Vector2D(x-v.x, y-v.y); }
|
||||
inline Vector2D operator*(float fl) const { return Vector2D(x*fl, y*fl); }
|
||||
inline Vector2D operator/(float fl) const { return Vector2D(x/fl, y/fl); }
|
||||
|
||||
inline float Length(void) const { return sqrt(x*x + y*y ); }
|
||||
|
||||
inline Vector2D Normalize ( void ) const
|
||||
{
|
||||
|
||||
float flLen = Length();
|
||||
if ( flLen == 0 )
|
||||
{
|
||||
return Vector2D( 0, 0 );
|
||||
}
|
||||
else
|
||||
{
|
||||
flLen = 1 / flLen;
|
||||
return Vector2D( x * flLen, y * flLen );
|
||||
}
|
||||
}
|
||||
|
||||
vec_t x, y;
|
||||
};
|
||||
|
||||
inline float DotProduct(const Vector2D& a, const Vector2D& b) { return( a.x*b.x + a.y*b.y ); }
|
||||
inline Vector2D operator*(float fl, const Vector2D& v) { return v * fl; }
|
||||
|
||||
//=========================================================
|
||||
// 3D Vector
|
||||
//=========================================================
|
||||
class Vector // same data-layout as engine's vec3_t,
|
||||
{ // which is a vec_t[3]
|
||||
public:
|
||||
// Construction/destruction
|
||||
inline Vector(void): x(0.0), y(0.0), z(0.0) { }
|
||||
inline Vector(float X, float Y, float Z): x(0.0), y(0.0), z(0.0) { x = X; y = Y; z = Z; }
|
||||
//inline Vector(double X, double Y, double Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
//inline Vector(int X, int Y, int Z) { x = (float)X; y = (float)Y; z = (float)Z; }
|
||||
inline Vector(const Vector& v): x(0.0), y(0.0), z(0.0) { x = v.x; y = v.y; z = v.z; }
|
||||
inline Vector(float rgfl[3]): x(0.0), y(0.0), z(0.0) { x = rgfl[0]; y = rgfl[1]; z = rgfl[2]; }
|
||||
|
||||
// Operators
|
||||
inline Vector operator-(void) const { return Vector(-x,-y,-z); }
|
||||
inline int operator==(const Vector& v) const { return x==v.x && y==v.y && z==v.z; }
|
||||
inline int operator!=(const Vector& v) const { return !(*this==v); }
|
||||
inline Vector operator+(const Vector& v) const { return Vector(x+v.x, y+v.y, z+v.z); }
|
||||
inline Vector operator-(const Vector& v) const { return Vector(x-v.x, y-v.y, z-v.z); }
|
||||
inline Vector operator*(float fl) const { return Vector(x*fl, y*fl, z*fl); }
|
||||
inline Vector operator/(float fl) const { return Vector(x/fl, y/fl, z/fl); }
|
||||
|
||||
// Methods
|
||||
inline void CopyToArray(float* rgfl) const { rgfl[0] = x, rgfl[1] = y, rgfl[2] = z; }
|
||||
inline float Length(void) const { return sqrt(x*x + y*y + z*z); }
|
||||
operator float *() { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
operator const float *() const { return &x; } // Vectors will now automatically convert to float * when needed
|
||||
inline Vector Normalize(void) const
|
||||
{
|
||||
float flLen = Length();
|
||||
if (flLen == 0) return Vector(0,0,1); // ????
|
||||
flLen = 1 / flLen;
|
||||
return Vector(x * flLen, y * flLen, z * flLen);
|
||||
}
|
||||
|
||||
inline Vector2D Make2D ( void ) const
|
||||
{
|
||||
Vector2D Vec2;
|
||||
|
||||
Vec2.x = x;
|
||||
Vec2.y = y;
|
||||
|
||||
return Vec2;
|
||||
}
|
||||
inline float Length2D(void) const { return sqrt(x*x + y*y); }
|
||||
|
||||
// Members
|
||||
vec_t x, y, z;
|
||||
};
|
||||
inline Vector operator*(float fl, const Vector& v) { return v * fl; }
|
||||
inline float DotProduct(const Vector& a, const Vector& b) { return(a.x*b.x+a.y*b.y+a.z*b.z); }
|
||||
inline Vector CrossProduct(const Vector& a, const Vector& b) { return Vector( a.y*b.z - a.z*b.y, a.z*b.x - a.x*b.z, a.x*b.y - a.y*b.x ); }
|
||||
|
||||
|
||||
|
||||
#endif
|
||||
1417
hlsdk/dmc/dlls/weapons.cpp
Normal file
1417
hlsdk/dmc/dlls/weapons.cpp
Normal file
File diff suppressed because it is too large
Load Diff
492
hlsdk/dmc/dlls/weapons.h
Normal file
492
hlsdk/dmc/dlls/weapons.h
Normal file
@@ -0,0 +1,492 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
#ifndef WEAPONS_H
|
||||
#define WEAPONS_H
|
||||
|
||||
|
||||
class CBasePlayer;
|
||||
extern int gmsgWeapPickup;
|
||||
|
||||
// Contact Grenade / Timed grenade / Satchel Charge
|
||||
class CGrenade : public CBaseMonster
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
|
||||
typedef enum { SATCHEL_DETONATE = 0, SATCHEL_RELEASE } SATCHELCODE;
|
||||
|
||||
static CGrenade *ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time );
|
||||
static CGrenade *ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||||
static CGrenade *ShootSatchelCharge( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity );
|
||||
static void UseSatchelCharges( entvars_t *pevOwner, SATCHELCODE code );
|
||||
|
||||
void Explode( Vector vecSrc, Vector vecAim );
|
||||
void Explode( TraceResult *pTrace, int bitsDamageType );
|
||||
void EXPORT Smoke( void );
|
||||
|
||||
void EXPORT BounceTouch( CBaseEntity *pOther );
|
||||
void EXPORT SlideTouch( CBaseEntity *pOther );
|
||||
void EXPORT ExplodeTouch( CBaseEntity *pOther );
|
||||
void EXPORT DangerSoundThink( void );
|
||||
void EXPORT PreDetonate( void );
|
||||
void EXPORT Detonate( void );
|
||||
void EXPORT DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
void EXPORT TumbleThink( void );
|
||||
|
||||
virtual void BounceSound( void );
|
||||
virtual int BloodColor( void ) { return DONT_BLEED; }
|
||||
virtual void Killed( entvars_t *pevAttacker, int iGib );
|
||||
|
||||
BOOL m_fRegisteredSound;// whether or not this grenade has issued its DANGER sound to the world sound list yet.
|
||||
};
|
||||
|
||||
|
||||
// constant items
|
||||
#define ITEM_HEALTHKIT 1
|
||||
#define ITEM_ANTIDOTE 2
|
||||
#define ITEM_SECURITY 3
|
||||
#define ITEM_BATTERY 4
|
||||
|
||||
#define WEAPON_NONE 0
|
||||
#define WEAPON_CROWBAR 1
|
||||
#define WEAPON_GLOCK 2
|
||||
#define WEAPON_PYTHON 3
|
||||
#define WEAPON_MP5 4
|
||||
#define WEAPON_CHAINGUN 5
|
||||
#define WEAPON_CROSSBOW 6
|
||||
#define WEAPON_SHOTGUN 7
|
||||
#define WEAPON_RPG 8
|
||||
#define WEAPON_GAUSS 9
|
||||
#define WEAPON_EGON 10
|
||||
#define WEAPON_HORNETGUN 11
|
||||
#define WEAPON_HANDGRENADE 12
|
||||
#define WEAPON_TRIPMINE 13
|
||||
#define WEAPON_SATCHEL 14
|
||||
#define WEAPON_SNARK 15
|
||||
|
||||
#define WEAPON_ALLWEAPONS (~(1<<WEAPON_SUIT))
|
||||
|
||||
#define WEAPON_SUIT 31 // ?????
|
||||
|
||||
#define MAX_WEAPONS 257
|
||||
|
||||
|
||||
#define MAX_NORMAL_BATTERY 100
|
||||
|
||||
|
||||
// weapon weight factors (for auto-switching) (-1 = noswitch)
|
||||
#define CROWBAR_WEIGHT 0
|
||||
#define GLOCK_WEIGHT 10
|
||||
#define PYTHON_WEIGHT 15
|
||||
#define MP5_WEIGHT 15
|
||||
#define SHOTGUN_WEIGHT 15
|
||||
#define CROSSBOW_WEIGHT 10
|
||||
#define RPG_WEIGHT 20
|
||||
#define GAUSS_WEIGHT 20
|
||||
#define EGON_WEIGHT 20
|
||||
#define HORNETGUN_WEIGHT 10
|
||||
#define HANDGRENADE_WEIGHT 5
|
||||
#define SNARK_WEIGHT 5
|
||||
#define SATCHEL_WEIGHT -10
|
||||
#define TRIPMINE_WEIGHT -10
|
||||
|
||||
|
||||
// weapon clip/carry ammo capacities
|
||||
#define URANIUM_MAX_CARRY 100
|
||||
#define _9MM_MAX_CARRY 250
|
||||
#define _357_MAX_CARRY 36
|
||||
#define BUCKSHOT_MAX_CARRY 125
|
||||
#define BOLT_MAX_CARRY 50
|
||||
#define ROCKET_MAX_CARRY 5
|
||||
#define HANDGRENADE_MAX_CARRY 10
|
||||
#define SATCHEL_MAX_CARRY 5
|
||||
#define TRIPMINE_MAX_CARRY 5
|
||||
#define SNARK_MAX_CARRY 15
|
||||
#define HORNET_MAX_CARRY 8
|
||||
#define M203_GRENADE_MAX_CARRY 10
|
||||
|
||||
// the maximum amount of ammo each weapon's clip can hold
|
||||
#define WEAPON_NOCLIP -1
|
||||
|
||||
//#define CROWBAR_MAX_CLIP WEAPON_NOCLIP
|
||||
#define GLOCK_MAX_CLIP 17
|
||||
#define PYTHON_MAX_CLIP 6
|
||||
#define MP5_MAX_CLIP 50
|
||||
#define MP5_DEFAULT_AMMO 25
|
||||
#define SHOTGUN_MAX_CLIP 8
|
||||
#define CROSSBOW_MAX_CLIP 5
|
||||
#define RPG_MAX_CLIP 1
|
||||
#define GAUSS_MAX_CLIP WEAPON_NOCLIP
|
||||
#define EGON_MAX_CLIP WEAPON_NOCLIP
|
||||
#define HORNETGUN_MAX_CLIP WEAPON_NOCLIP
|
||||
#define HANDGRENADE_MAX_CLIP WEAPON_NOCLIP
|
||||
#define SATCHEL_MAX_CLIP WEAPON_NOCLIP
|
||||
#define TRIPMINE_MAX_CLIP WEAPON_NOCLIP
|
||||
#define SNARK_MAX_CLIP WEAPON_NOCLIP
|
||||
|
||||
|
||||
// the default amount of ammo that comes with each gun when it spawns
|
||||
#define GLOCK_DEFAULT_GIVE 17
|
||||
#define PYTHON_DEFAULT_GIVE 6
|
||||
#define MP5_DEFAULT_GIVE 25
|
||||
#define MP5_DEFAULT_AMMO 25
|
||||
#define MP5_M203_DEFAULT_GIVE 0
|
||||
#define SHOTGUN_DEFAULT_GIVE 12
|
||||
#define CROSSBOW_DEFAULT_GIVE 5
|
||||
#define RPG_DEFAULT_GIVE 1
|
||||
#define GAUSS_DEFAULT_GIVE 20
|
||||
#define EGON_DEFAULT_GIVE 20
|
||||
#define HANDGRENADE_DEFAULT_GIVE 5
|
||||
#define SATCHEL_DEFAULT_GIVE 1
|
||||
#define TRIPMINE_DEFAULT_GIVE 1
|
||||
#define SNARK_DEFAULT_GIVE 5
|
||||
#define HIVEHAND_DEFAULT_GIVE 8
|
||||
|
||||
// The amount of ammo given to a player by an ammo item.
|
||||
#define AMMO_URANIUMBOX_GIVE 20
|
||||
#define AMMO_GLOCKCLIP_GIVE GLOCK_MAX_CLIP
|
||||
#define AMMO_357BOX_GIVE PYTHON_MAX_CLIP
|
||||
#define AMMO_MP5CLIP_GIVE MP5_MAX_CLIP
|
||||
#define AMMO_CHAINBOX_GIVE 200
|
||||
#define AMMO_M203BOX_GIVE 2
|
||||
#define AMMO_BUCKSHOTBOX_GIVE 12
|
||||
#define AMMO_CROSSBOWCLIP_GIVE CROSSBOW_MAX_CLIP
|
||||
#define AMMO_RPGCLIP_GIVE RPG_MAX_CLIP
|
||||
#define AMMO_URANIUMBOX_GIVE 20
|
||||
#define AMMO_SNARKBOX_GIVE 5
|
||||
|
||||
// bullet types
|
||||
typedef enum
|
||||
{
|
||||
BULLET_NONE = 0,
|
||||
BULLET_PLAYER_9MM, // glock
|
||||
BULLET_PLAYER_MP5, // mp5
|
||||
BULLET_PLAYER_357, // python
|
||||
BULLET_PLAYER_BUCKSHOT, // shotgun
|
||||
BULLET_PLAYER_CROWBAR, // crowbar swipe
|
||||
|
||||
BULLET_MONSTER_9MM,
|
||||
BULLET_MONSTER_MP5,
|
||||
BULLET_MONSTER_12MM,
|
||||
} Bullet;
|
||||
|
||||
|
||||
#define ITEM_FLAG_SELECTONEMPTY 1
|
||||
#define ITEM_FLAG_NOAUTORELOAD 2
|
||||
#define ITEM_FLAG_NOAUTOSWITCHEMPTY 4
|
||||
#define ITEM_FLAG_LIMITINWORLD 8
|
||||
#define ITEM_FLAG_EXHAUSTIBLE 16 // A player can totally exhaust their ammo supply and lose this weapon
|
||||
|
||||
#define WEAPON_IS_ONTARGET 0x40
|
||||
|
||||
typedef struct
|
||||
{
|
||||
int iSlot;
|
||||
int iPosition;
|
||||
const char *pszAmmo1; // ammo 1 type
|
||||
int iMaxAmmo1; // max ammo 1
|
||||
const char *pszAmmo2; // ammo 2 type
|
||||
int iMaxAmmo2; // max ammo 2
|
||||
const char *pszName;
|
||||
int iMaxClip;
|
||||
int iId;
|
||||
int iFlags;
|
||||
int iWeight;// this value used to determine this weapon's importance in autoselection.
|
||||
} ItemInfo;
|
||||
|
||||
typedef struct
|
||||
{
|
||||
const char *pszName;
|
||||
int iId;
|
||||
} AmmoInfo;
|
||||
|
||||
// Items that the player has in their inventory that they can use
|
||||
class CBasePlayerItem : public CBaseAnimating
|
||||
{
|
||||
public:
|
||||
virtual void SetObjectCollisionBox( void );
|
||||
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
virtual int AddToPlayer( CBasePlayer *pPlayer ); // return TRUE if the item you want the item added to the player inventory
|
||||
virtual int AddDuplicate( CBasePlayerItem *pItem ) { return FALSE; } // return TRUE if you want your duplicate removed from world
|
||||
void EXPORT DestroyItem( void );
|
||||
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
|
||||
void EXPORT FallThink ( void );// when an item is first spawned, this think is run to determine when the object has hit the ground.
|
||||
void EXPORT Materialize( void );// make a weapon visible and tangible
|
||||
void EXPORT AttemptToMaterialize( void ); // the weapon desires to become visible and tangible, if the game rules allow for it
|
||||
CBaseEntity* Respawn ( void );// copy a weapon
|
||||
void FallInit( void );
|
||||
void CheckRespawn( void );
|
||||
virtual int GetItemInfo(ItemInfo *p) { return 0; }; // returns 0 if struct not filled out
|
||||
virtual BOOL CanDeploy( void ) { return TRUE; };
|
||||
virtual BOOL Deploy( ) // returns is deploy was successful
|
||||
{ return TRUE; };
|
||||
|
||||
virtual BOOL CanHolster( void ) { return TRUE; };// can this weapon be put away right now?
|
||||
virtual void Holster( int skiplocal = 0 );
|
||||
virtual void UpdateItemInfo( void ) { return; };
|
||||
|
||||
virtual void ItemPreFrame( void ) { return; } // called each frame by the player PreThink
|
||||
virtual void ItemPostFrame( void ) { return; } // called each frame by the player PostThink
|
||||
|
||||
virtual void Drop( void );
|
||||
virtual void Kill( void );
|
||||
virtual void AttachToPlayer ( CBasePlayer *pPlayer );
|
||||
|
||||
virtual int PrimaryAmmoIndex() { return -1; };
|
||||
virtual int SecondaryAmmoIndex() { return -1; };
|
||||
|
||||
virtual int UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
|
||||
|
||||
virtual CBasePlayerItem *GetWeaponPtr( void ) { return NULL; };
|
||||
|
||||
static ItemInfo ItemInfoArray[ MAX_WEAPONS ];
|
||||
static AmmoInfo AmmoInfoArray[ MAX_AMMO_SLOTS ];
|
||||
|
||||
CBasePlayer *m_pPlayer;
|
||||
CBasePlayerItem *m_pNext;
|
||||
int m_iId; // WEAPON_???
|
||||
|
||||
virtual int iItemSlot( void ) { return 0; } // return 0 to MAX_ITEMS_SLOTS, used in hud
|
||||
|
||||
int iItemPosition( void ) { return ItemInfoArray[ m_iId ].iPosition; }
|
||||
const char *pszAmmo1( void ) { return ItemInfoArray[ m_iId ].pszAmmo1; }
|
||||
int iMaxAmmo1( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo1; }
|
||||
const char *pszAmmo2( void ) { return ItemInfoArray[ m_iId ].pszAmmo2; }
|
||||
int iMaxAmmo2( void ) { return ItemInfoArray[ m_iId ].iMaxAmmo2; }
|
||||
const char *pszName( void ) { return ItemInfoArray[ m_iId ].pszName; }
|
||||
int iMaxClip( void ) { return ItemInfoArray[ m_iId ].iMaxClip; }
|
||||
int iWeight( void ) { return ItemInfoArray[ m_iId ].iWeight; }
|
||||
int iFlags( void ) { return ItemInfoArray[ m_iId ].iFlags; }
|
||||
|
||||
// int m_iIdPrimary; // Unique Id for primary ammo
|
||||
// int m_iIdSecondary; // Unique Id for secondary ammo
|
||||
};
|
||||
|
||||
|
||||
// inventory items that
|
||||
class CBasePlayerWeapon : public CBasePlayerItem
|
||||
{
|
||||
public:
|
||||
virtual int Save( CSave &save );
|
||||
virtual int Restore( CRestore &restore );
|
||||
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
// generic weapon versions of CBasePlayerItem calls
|
||||
virtual int AddToPlayer( CBasePlayer *pPlayer );
|
||||
virtual int AddDuplicate( CBasePlayerItem *pItem );
|
||||
|
||||
virtual int ExtractAmmo( CBasePlayerWeapon *pWeapon ); //{ return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
|
||||
virtual int ExtractClipAmmo( CBasePlayerWeapon *pWeapon );// { return TRUE; }; // Return TRUE if you can add ammo to yourself when picked up
|
||||
|
||||
virtual int AddWeapon( void ) { ExtractAmmo( this ); return TRUE; }; // Return TRUE if you want to add yourself to the player
|
||||
|
||||
// generic "shared" ammo handlers
|
||||
BOOL AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry );
|
||||
BOOL AddSecondaryAmmo( int iCount, char *szName, int iMaxCarry );
|
||||
|
||||
virtual void UpdateItemInfo( void ) {}; // updates HUD state
|
||||
|
||||
int m_iPlayEmptySound;
|
||||
int m_fFireOnEmpty; // True when the gun is empty and the player is still holding down the
|
||||
// attack key(s)
|
||||
virtual BOOL PlayEmptySound( void );
|
||||
virtual void ResetEmptySound( void );
|
||||
|
||||
virtual void SendWeaponAnim( int iAnim, int skiplocal = 0 ); // skiplocal is 1 if client is predicting weapon animations
|
||||
|
||||
virtual BOOL CanDeploy( void );
|
||||
virtual BOOL IsUseable( void );
|
||||
BOOL DefaultDeploy( char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0 );
|
||||
int DefaultReload( int iClipSize, int iAnim, float fDelay );
|
||||
|
||||
virtual void ItemPostFrame( void ); // called each frame by the player PostThink
|
||||
// called by CBasePlayerWeapons ItemPostFrame()
|
||||
virtual void PrimaryAttack( void ) { return; } // do "+ATTACK"
|
||||
virtual void SecondaryAttack( void ) { return; } // do "+ATTACK2"
|
||||
virtual void Reload( void ) { return; } // do "+RELOAD"
|
||||
virtual void WeaponIdle( void ) { return; } // called when no buttons pressed
|
||||
virtual int UpdateClientData( CBasePlayer *pPlayer ); // sends hud info to client dll, if things have changed
|
||||
virtual void RetireWeapon( void );
|
||||
virtual BOOL ShouldWeaponIdle( void ) {return FALSE; };
|
||||
virtual void Holster( int skiplocal = 0 );
|
||||
virtual BOOL UseDecrement( void ) { return TRUE; };
|
||||
|
||||
int PrimaryAmmoIndex();
|
||||
int SecondaryAmmoIndex();
|
||||
|
||||
void PrintState( void );
|
||||
|
||||
virtual CBasePlayerItem *GetWeaponPtr( void ) { return (CBasePlayerItem *)this; };
|
||||
|
||||
float m_flNextPrimaryAttack; // soonest time ItemPostFrame will call PrimaryAttack
|
||||
float m_flNextSecondaryAttack; // soonest time ItemPostFrame will call SecondaryAttack
|
||||
float m_flTimeWeaponIdle; // soonest time ItemPostFrame will call WeaponIdle
|
||||
int m_iPrimaryAmmoType; // "primary" ammo index into players m_rgAmmo[]
|
||||
int m_iSecondaryAmmoType; // "secondary" ammo index into players m_rgAmmo[]
|
||||
int m_iClip; // number of shots left in the primary weapon clip, -1 it not used
|
||||
int m_iClientClip; // the last version of m_iClip sent to hud dll
|
||||
int m_iClientWeaponState; // the last version of the weapon state sent to hud dll (is current weapon, is on target)
|
||||
int m_fInReload; // Are we in the middle of a reload;
|
||||
|
||||
int m_iDefaultAmmo;// how much ammo you get when you pick up this weapon as placed by a level designer.
|
||||
|
||||
bool m_bPlayedIdleAnim;
|
||||
};
|
||||
|
||||
|
||||
class CBasePlayerAmmo : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
virtual void Spawn( void );
|
||||
void EXPORT DefaultTouch( CBaseEntity *pOther ); // default weapon touch
|
||||
virtual BOOL AddAmmo( CBaseEntity *pOther ) { return TRUE; };
|
||||
|
||||
CBaseEntity* Respawn( void );
|
||||
void EXPORT Materialize( void );
|
||||
};
|
||||
|
||||
|
||||
extern DLL_GLOBAL short g_sModelIndexLaser;// holds the index for the laser beam
|
||||
extern DLL_GLOBAL const char *g_pModelNameLaser;
|
||||
|
||||
extern DLL_GLOBAL short g_sModelIndexLaserDot;// holds the index for the laser beam dot
|
||||
extern DLL_GLOBAL short g_sModelIndexFireball;// holds the index for the fireball
|
||||
extern DLL_GLOBAL short g_sModelIndexSmoke;// holds the index for the smoke cloud
|
||||
extern DLL_GLOBAL short g_sModelIndexWExplosion;// holds the index for the underwater explosion
|
||||
extern DLL_GLOBAL short g_sModelIndexBubbles;// holds the index for the bubbles model
|
||||
extern DLL_GLOBAL short g_sModelIndexBloodDrop;// holds the sprite index for blood drops
|
||||
extern DLL_GLOBAL short g_sModelIndexBloodSpray;// holds the sprite index for blood spray (bigger)
|
||||
|
||||
extern void ClearMultiDamage(void);
|
||||
extern void ApplyMultiDamage(entvars_t* pevInflictor, entvars_t* pevAttacker );
|
||||
extern void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType);
|
||||
|
||||
extern void DecalGunshot( TraceResult *pTrace, int iBulletType );
|
||||
extern void SpawnBlood(Vector vecSpot, int bloodColor, float flDamage);
|
||||
extern int DamageDecal( CBaseEntity *pEntity, int bitsDamageType );
|
||||
extern void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType );
|
||||
|
||||
typedef struct
|
||||
{
|
||||
CBaseEntity *pEntity;
|
||||
float amount;
|
||||
int type;
|
||||
} MULTIDAMAGE;
|
||||
|
||||
extern MULTIDAMAGE gMultiDamage;
|
||||
|
||||
|
||||
#define LOUD_GUN_VOLUME 1000
|
||||
#define NORMAL_GUN_VOLUME 600
|
||||
#define QUIET_GUN_VOLUME 200
|
||||
|
||||
#define BRIGHT_GUN_FLASH 512
|
||||
#define NORMAL_GUN_FLASH 256
|
||||
#define DIM_GUN_FLASH 128
|
||||
|
||||
#define BIG_EXPLOSION_VOLUME 2048
|
||||
#define NORMAL_EXPLOSION_VOLUME 1024
|
||||
#define SMALL_EXPLOSION_VOLUME 512
|
||||
|
||||
#define WEAPON_ACTIVITY_VOLUME 64
|
||||
|
||||
#define VECTOR_CONE_1DEGREES Vector( 0.00873, 0.00873, 0.00873 )
|
||||
#define VECTOR_CONE_2DEGREES Vector( 0.01745, 0.01745, 0.01745 )
|
||||
#define VECTOR_CONE_3DEGREES Vector( 0.02618, 0.02618, 0.02618 )
|
||||
#define VECTOR_CONE_4DEGREES Vector( 0.03490, 0.03490, 0.03490 )
|
||||
#define VECTOR_CONE_5DEGREES Vector( 0.04362, 0.04362, 0.04362 )
|
||||
#define VECTOR_CONE_6DEGREES Vector( 0.05234, 0.05234, 0.05234 )
|
||||
#define VECTOR_CONE_7DEGREES Vector( 0.06105, 0.06105, 0.06105 )
|
||||
#define VECTOR_CONE_8DEGREES Vector( 0.06976, 0.06976, 0.06976 )
|
||||
#define VECTOR_CONE_9DEGREES Vector( 0.07846, 0.07846, 0.07846 )
|
||||
#define VECTOR_CONE_10DEGREES Vector( 0.08716, 0.08716, 0.08716 )
|
||||
#define VECTOR_CONE_15DEGREES Vector( 0.13053, 0.13053, 0.13053 )
|
||||
#define VECTOR_CONE_20DEGREES Vector( 0.17365, 0.17365, 0.17365 )
|
||||
|
||||
//=========================================================
|
||||
// CWeaponBox - a single entity that can store weapons
|
||||
// and ammo.
|
||||
//=========================================================
|
||||
class CWeaponBox : public CBaseEntity
|
||||
{
|
||||
void Precache( void );
|
||||
void Spawn( void );
|
||||
void Touch( CBaseEntity *pOther );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
BOOL IsEmpty( void );
|
||||
int GiveAmmo( int iCount, char *szName, int iMax, int *pIndex = NULL );
|
||||
void SetObjectCollisionBox( void );
|
||||
|
||||
public:
|
||||
void EXPORT Kill ( void );
|
||||
int Save( CSave &save );
|
||||
int Restore( CRestore &restore );
|
||||
static TYPEDESCRIPTION m_SaveData[];
|
||||
|
||||
BOOL HasWeapon( CBasePlayerItem *pCheckItem );
|
||||
BOOL PackWeapon( CBasePlayerItem *pWeapon );
|
||||
BOOL PackAmmo( int iszName, int iCount );
|
||||
|
||||
CBasePlayerItem *m_rgpPlayerItems[MAX_ITEM_TYPES];// one slot for each
|
||||
|
||||
int m_rgiszAmmo[MAX_AMMO_SLOTS];// ammo names
|
||||
int m_rgAmmo[MAX_AMMO_SLOTS];// ammo quantities
|
||||
|
||||
int m_cAmmoTypes;// how many ammo types packed into this box (if packed by a level designer)
|
||||
};
|
||||
|
||||
|
||||
// QUAKECLASSIC
|
||||
void Q_RadiusDamage( CBaseEntity *pInflictor, CBaseEntity *pAttacker, float flDamage, CBaseEntity *pIgnore );
|
||||
|
||||
class CQuakeRocket : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void Precache( void );
|
||||
void Explode( void );
|
||||
|
||||
// Rocket funcs
|
||||
static CQuakeRocket *CreateRocket( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||||
void EXPORT RocketTouch( CBaseEntity *pOther );
|
||||
|
||||
// Grenade funcs
|
||||
static CQuakeRocket *CreateGrenade( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||||
void EXPORT GrenadeTouch( CBaseEntity *pOther );
|
||||
void EXPORT GrenadeExplode( void );
|
||||
|
||||
int m_iTrail;
|
||||
float m_flAttackFinished;
|
||||
};
|
||||
|
||||
class CQuakeNail : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
static CQuakeNail *CreateNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||||
static CQuakeNail *CreateSuperNail( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner );
|
||||
void EXPORT NailTouch( CBaseEntity *pOther );
|
||||
};
|
||||
|
||||
extern char gszQ_DeathType[128];
|
||||
extern DLL_GLOBAL short g_sModelIndexNail;
|
||||
|
||||
#endif // WEAPONS_H
|
||||
745
hlsdk/dmc/dlls/world.cpp
Normal file
745
hlsdk/dmc/dlls/world.cpp
Normal file
@@ -0,0 +1,745 @@
|
||||
/***
|
||||
*
|
||||
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
|
||||
*
|
||||
* This product contains software technology licensed from Id
|
||||
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
|
||||
* All Rights Reserved.
|
||||
*
|
||||
* Use, distribution, and modification of this source code and/or resulting
|
||||
* object code is restricted to non-commercial enhancements to products from
|
||||
* Valve LLC. All other use, distribution, or modification is prohibited
|
||||
* without written permission from Valve LLC.
|
||||
*
|
||||
****/
|
||||
/*
|
||||
|
||||
===== world.cpp ========================================================
|
||||
|
||||
precaches and defs for entities and other data that must always be available.
|
||||
|
||||
*/
|
||||
|
||||
#include "extdll.h"
|
||||
#include "util.h"
|
||||
#include "cbase.h"
|
||||
#include "nodes.h"
|
||||
#include "client.h"
|
||||
#include "decals.h"
|
||||
#include "skill.h"
|
||||
#include "effects.h"
|
||||
#include "player.h"
|
||||
#include "weapons.h"
|
||||
#include "gamerules.h"
|
||||
#include "teamplay_gamerules.h"
|
||||
|
||||
extern CGraph WorldGraph;
|
||||
|
||||
extern CBaseEntity *g_pLastSpawn;
|
||||
DLL_GLOBAL edict_t *g_pBodyQueueHead;
|
||||
CGlobalState gGlobalState;
|
||||
extern DLL_GLOBAL int gDisplayTitle;
|
||||
|
||||
extern void W_Precache(void);
|
||||
extern void QuakeClassicPrecache( void );
|
||||
|
||||
//
|
||||
// This must match the list in util.h
|
||||
//
|
||||
DLL_DECALLIST gDecals[] = {
|
||||
{ "{shot1", 0 }, // DECAL_GUNSHOT1
|
||||
{ "{shot2", 0 }, // DECAL_GUNSHOT2
|
||||
{ "{shot3",0 }, // DECAL_GUNSHOT3
|
||||
{ "{shot4", 0 }, // DECAL_GUNSHOT4
|
||||
{ "{shot5", 0 }, // DECAL_GUNSHOT5
|
||||
{ "{lambda01", 0 }, // DECAL_LAMBDA1
|
||||
{ "{lambda02", 0 }, // DECAL_LAMBDA2
|
||||
{ "{lambda03", 0 }, // DECAL_LAMBDA3
|
||||
{ "{lambda04", 0 }, // DECAL_LAMBDA4
|
||||
{ "{lambda05", 0 }, // DECAL_LAMBDA5
|
||||
{ "{lambda06", 0 }, // DECAL_LAMBDA6
|
||||
{ "{scorch1", 0 }, // DECAL_SCORCH1
|
||||
{ "{scorch2", 0 }, // DECAL_SCORCH2
|
||||
{ "{blood1", 0 }, // DECAL_BLOOD1
|
||||
{ "{blood2", 0 }, // DECAL_BLOOD2
|
||||
{ "{blood3", 0 }, // DECAL_BLOOD3
|
||||
{ "{blood4", 0 }, // DECAL_BLOOD4
|
||||
{ "{blood5", 0 }, // DECAL_BLOOD5
|
||||
{ "{blood6", 0 }, // DECAL_BLOOD6
|
||||
{ "{yblood1", 0 }, // DECAL_YBLOOD1
|
||||
{ "{yblood2", 0 }, // DECAL_YBLOOD2
|
||||
{ "{yblood3", 0 }, // DECAL_YBLOOD3
|
||||
{ "{yblood4", 0 }, // DECAL_YBLOOD4
|
||||
{ "{yblood5", 0 }, // DECAL_YBLOOD5
|
||||
{ "{yblood6", 0 }, // DECAL_YBLOOD6
|
||||
{ "{break1", 0 }, // DECAL_GLASSBREAK1
|
||||
{ "{break2", 0 }, // DECAL_GLASSBREAK2
|
||||
{ "{break3", 0 }, // DECAL_GLASSBREAK3
|
||||
{ "{bigshot1", 0 }, // DECAL_BIGSHOT1
|
||||
{ "{bigshot2", 0 }, // DECAL_BIGSHOT2
|
||||
{ "{bigshot3", 0 }, // DECAL_BIGSHOT3
|
||||
{ "{bigshot4", 0 }, // DECAL_BIGSHOT4
|
||||
{ "{bigshot5", 0 }, // DECAL_BIGSHOT5
|
||||
{ "{spit1", 0 }, // DECAL_SPIT1
|
||||
{ "{spit2", 0 }, // DECAL_SPIT2
|
||||
{ "{bproof1", 0 }, // DECAL_BPROOF1
|
||||
{ "{gargstomp", 0 }, // DECAL_GARGSTOMP1, // Gargantua stomp crack
|
||||
{ "{smscorch1", 0 }, // DECAL_SMALLSCORCH1, // Small scorch mark
|
||||
{ "{smscorch2", 0 }, // DECAL_SMALLSCORCH2, // Small scorch mark
|
||||
{ "{smscorch3", 0 }, // DECAL_SMALLSCORCH3, // Small scorch mark
|
||||
{ "{mommablob", 0 }, // DECAL_MOMMABIRTH // BM Birth spray
|
||||
{ "{mommablob", 0 }, // DECAL_MOMMASPLAT // BM Mortar spray?? need decal
|
||||
};
|
||||
|
||||
/*
|
||||
==============================================================================
|
||||
|
||||
BODY QUE
|
||||
|
||||
==============================================================================
|
||||
*/
|
||||
|
||||
#define SF_DECAL_NOTINDEATHMATCH 2048
|
||||
|
||||
class CDecal : public CBaseEntity
|
||||
{
|
||||
public:
|
||||
void Spawn( void );
|
||||
void KeyValue( KeyValueData *pkvd );
|
||||
void EXPORT StaticDecal( void );
|
||||
void EXPORT TriggerDecal( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( infodecal, CDecal );
|
||||
|
||||
// UNDONE: These won't get sent to joining players in multi-player
|
||||
void CDecal :: Spawn( void )
|
||||
{
|
||||
if ( pev->skin < 0 || (gpGlobals->deathmatch && FBitSet( pev->spawnflags, SF_DECAL_NOTINDEATHMATCH )) )
|
||||
{
|
||||
REMOVE_ENTITY(ENT(pev));
|
||||
return;
|
||||
}
|
||||
|
||||
if ( FStringNull ( pev->targetname ) )
|
||||
{
|
||||
SetThink( &CDecal::StaticDecal );
|
||||
// if there's no targetname, the decal will spray itself on as soon as the world is done spawning.
|
||||
pev->nextthink = gpGlobals->time;
|
||||
}
|
||||
else
|
||||
{
|
||||
// if there IS a targetname, the decal sprays itself on when it is triggered.
|
||||
SetThink ( &CBaseEntity::SUB_DoNothing );
|
||||
SetUse(&CDecal::TriggerDecal);
|
||||
}
|
||||
}
|
||||
|
||||
void CDecal :: TriggerDecal ( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
|
||||
{
|
||||
// this is set up as a USE function for infodecals that have targetnames, so that the
|
||||
// decal doesn't get applied until it is fired. (usually by a scripted sequence)
|
||||
TraceResult trace;
|
||||
int entityIndex;
|
||||
|
||||
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
|
||||
|
||||
MESSAGE_BEGIN( MSG_BROADCAST, SVC_TEMPENTITY);
|
||||
WRITE_BYTE( TE_BSPDECAL );
|
||||
WRITE_COORD( pev->origin.x );
|
||||
WRITE_COORD( pev->origin.y );
|
||||
WRITE_COORD( pev->origin.z );
|
||||
WRITE_SHORT( (int)pev->skin );
|
||||
entityIndex = (short)ENTINDEX(trace.pHit);
|
||||
WRITE_SHORT( entityIndex );
|
||||
if ( entityIndex )
|
||||
WRITE_SHORT( (int)VARS(trace.pHit)->modelindex );
|
||||
MESSAGE_END();
|
||||
|
||||
SetThink( &CBaseEntity::SUB_Remove );
|
||||
pev->nextthink = gpGlobals->time + 0.1;
|
||||
}
|
||||
|
||||
|
||||
void CDecal :: StaticDecal( void )
|
||||
{
|
||||
TraceResult trace;
|
||||
int entityIndex, modelIndex;
|
||||
|
||||
UTIL_TraceLine( pev->origin - Vector(5,5,5), pev->origin + Vector(5,5,5), ignore_monsters, ENT(pev), &trace );
|
||||
|
||||
entityIndex = (short)ENTINDEX(trace.pHit);
|
||||
if ( entityIndex )
|
||||
modelIndex = (int)VARS(trace.pHit)->modelindex;
|
||||
else
|
||||
modelIndex = 0;
|
||||
|
||||
g_engfuncs.pfnStaticDecal( pev->origin, (int)pev->skin, entityIndex, modelIndex );
|
||||
|
||||
SUB_Remove();
|
||||
}
|
||||
|
||||
|
||||
void CDecal :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if (FStrEq(pkvd->szKeyName, "texture"))
|
||||
{
|
||||
pev->skin = DECAL_INDEX( pkvd->szValue );
|
||||
|
||||
// Found
|
||||
if ( pev->skin >= 0 )
|
||||
return;
|
||||
ALERT( at_console, "Can't find decal %s\n", pkvd->szValue );
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
|
||||
|
||||
// Body queue class here.... It's really just CBaseEntity
|
||||
class CCorpse : public CBaseEntity
|
||||
{
|
||||
virtual int ObjectCaps( void ) { return FCAP_DONT_SAVE; }
|
||||
};
|
||||
|
||||
LINK_ENTITY_TO_CLASS( bodyque, CCorpse );
|
||||
|
||||
static void InitBodyQue(void)
|
||||
{
|
||||
string_t istrClassname = MAKE_STRING("bodyque");
|
||||
|
||||
g_pBodyQueueHead = CREATE_NAMED_ENTITY( istrClassname );
|
||||
entvars_t *pev = VARS(g_pBodyQueueHead);
|
||||
|
||||
// Reserve 3 more slots for dead bodies
|
||||
for ( int i = 0; i < 3; i++ )
|
||||
{
|
||||
pev->owner = CREATE_NAMED_ENTITY( istrClassname );
|
||||
pev = VARS(pev->owner);
|
||||
}
|
||||
|
||||
pev->owner = g_pBodyQueueHead;
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// make a body que entry for the given ent so the ent can be respawned elsewhere
|
||||
//
|
||||
// GLOBALS ASSUMED SET: g_eoBodyQueueHead
|
||||
//
|
||||
void CopyToBodyQue(entvars_t *pev)
|
||||
{
|
||||
if (pev->effects & EF_NODRAW)
|
||||
return;
|
||||
|
||||
entvars_t *pevHead = VARS(g_pBodyQueueHead);
|
||||
|
||||
pevHead->angles = pev->angles;
|
||||
pevHead->model = pev->model;
|
||||
pevHead->modelindex = pev->modelindex;
|
||||
pevHead->frame = pev->frame;
|
||||
pevHead->colormap = pev->colormap;
|
||||
pevHead->movetype = MOVETYPE_TOSS;
|
||||
pevHead->velocity = pev->velocity;
|
||||
pevHead->flags = 0;
|
||||
pevHead->deadflag = pev->deadflag;
|
||||
pevHead->renderfx = kRenderFxDeadPlayer;
|
||||
pevHead->renderamt = ENTINDEX( ENT( pev ) );
|
||||
|
||||
pevHead->effects = pev->effects | EF_NOINTERP;
|
||||
//pevHead->goalstarttime = pev->goalstarttime;
|
||||
//pevHead->goalframe = pev->goalframe;
|
||||
//pevHead->goalendtime = pev->goalendtime ;
|
||||
|
||||
pevHead->sequence = pev->sequence;
|
||||
pevHead->animtime = pev->animtime;
|
||||
|
||||
UTIL_SetOrigin(pevHead, pev->origin);
|
||||
UTIL_SetSize(pevHead, pev->mins, pev->maxs);
|
||||
g_pBodyQueueHead = pevHead->owner;
|
||||
}
|
||||
|
||||
|
||||
CGlobalState::CGlobalState( void )
|
||||
{
|
||||
Reset();
|
||||
}
|
||||
|
||||
void CGlobalState::Reset( void )
|
||||
{
|
||||
m_pList = NULL;
|
||||
m_listCount = 0;
|
||||
}
|
||||
|
||||
globalentity_t *CGlobalState :: Find( string_t globalname )
|
||||
{
|
||||
if ( !globalname )
|
||||
return NULL;
|
||||
|
||||
globalentity_t *pTest;
|
||||
const char *pEntityName = STRING(globalname);
|
||||
|
||||
|
||||
pTest = m_pList;
|
||||
while ( pTest )
|
||||
{
|
||||
if ( FStrEq( pEntityName, pTest->name ) )
|
||||
break;
|
||||
|
||||
pTest = pTest->pNext;
|
||||
}
|
||||
|
||||
return pTest;
|
||||
}
|
||||
|
||||
|
||||
// This is available all the time now on impulse 104, remove later
|
||||
//#ifdef _DEBUG
|
||||
void CGlobalState :: DumpGlobals( void )
|
||||
{
|
||||
static char *estates[] = { "Off", "On", "Dead" };
|
||||
globalentity_t *pTest;
|
||||
|
||||
ALERT( at_console, "-- Globals --\n" );
|
||||
pTest = m_pList;
|
||||
while ( pTest )
|
||||
{
|
||||
ALERT( at_console, "%s: %s (%s)\n", pTest->name, pTest->levelName, estates[pTest->state] );
|
||||
pTest = pTest->pNext;
|
||||
}
|
||||
}
|
||||
//#endif
|
||||
|
||||
|
||||
void CGlobalState :: EntityAdd( string_t globalname, string_t mapName, GLOBALESTATE state )
|
||||
{
|
||||
ASSERT( !Find(globalname) );
|
||||
|
||||
globalentity_t *pNewEntity = (globalentity_t *)calloc( sizeof( globalentity_t ), 1 );
|
||||
ASSERT( pNewEntity != NULL );
|
||||
pNewEntity->pNext = m_pList;
|
||||
m_pList = pNewEntity;
|
||||
strcpy( pNewEntity->name, STRING( globalname ) );
|
||||
strcpy( pNewEntity->levelName, STRING(mapName) );
|
||||
pNewEntity->state = state;
|
||||
m_listCount++;
|
||||
}
|
||||
|
||||
|
||||
void CGlobalState :: EntitySetState( string_t globalname, GLOBALESTATE state )
|
||||
{
|
||||
globalentity_t *pEnt = Find( globalname );
|
||||
|
||||
if ( pEnt )
|
||||
pEnt->state = state;
|
||||
}
|
||||
|
||||
|
||||
const globalentity_t *CGlobalState :: EntityFromTable( string_t globalname )
|
||||
{
|
||||
globalentity_t *pEnt = Find( globalname );
|
||||
|
||||
return pEnt;
|
||||
}
|
||||
|
||||
|
||||
GLOBALESTATE CGlobalState :: EntityGetState( string_t globalname )
|
||||
{
|
||||
globalentity_t *pEnt = Find( globalname );
|
||||
if ( pEnt )
|
||||
return pEnt->state;
|
||||
|
||||
return GLOBAL_OFF;
|
||||
}
|
||||
|
||||
|
||||
// Global Savedata for Delay
|
||||
TYPEDESCRIPTION CGlobalState::m_SaveData[] =
|
||||
{
|
||||
DEFINE_FIELD( CGlobalState, m_listCount, FIELD_INTEGER ),
|
||||
};
|
||||
|
||||
// Global Savedata for Delay
|
||||
TYPEDESCRIPTION gGlobalEntitySaveData[] =
|
||||
{
|
||||
DEFINE_ARRAY( globalentity_t, name, FIELD_CHARACTER, 64 ),
|
||||
DEFINE_ARRAY( globalentity_t, levelName, FIELD_CHARACTER, 32 ),
|
||||
DEFINE_FIELD( globalentity_t, state, FIELD_INTEGER ),
|
||||
};
|
||||
|
||||
|
||||
int CGlobalState::Save( CSave &save )
|
||||
{
|
||||
int i;
|
||||
globalentity_t *pEntity;
|
||||
|
||||
if ( !save.WriteFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
|
||||
return 0;
|
||||
|
||||
pEntity = m_pList;
|
||||
for ( i = 0; i < m_listCount && pEntity; i++ )
|
||||
{
|
||||
if ( !save.WriteFields( "GENT", pEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
|
||||
return 0;
|
||||
|
||||
pEntity = pEntity->pNext;
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
int CGlobalState::Restore( CRestore &restore )
|
||||
{
|
||||
int i, listCount;
|
||||
globalentity_t tmpEntity;
|
||||
|
||||
|
||||
ClearStates();
|
||||
if ( !restore.ReadFields( "GLOBAL", this, m_SaveData, ARRAYSIZE(m_SaveData) ) )
|
||||
return 0;
|
||||
|
||||
listCount = m_listCount; // Get new list count
|
||||
m_listCount = 0; // Clear loaded data
|
||||
|
||||
for ( i = 0; i < listCount; i++ )
|
||||
{
|
||||
if ( !restore.ReadFields( "GENT", &tmpEntity, gGlobalEntitySaveData, ARRAYSIZE(gGlobalEntitySaveData) ) )
|
||||
return 0;
|
||||
EntityAdd( MAKE_STRING(tmpEntity.name), MAKE_STRING(tmpEntity.levelName), tmpEntity.state );
|
||||
}
|
||||
return 1;
|
||||
}
|
||||
|
||||
void CGlobalState::EntityUpdate( string_t globalname, string_t mapname )
|
||||
{
|
||||
globalentity_t *pEnt = Find( globalname );
|
||||
|
||||
if ( pEnt )
|
||||
strcpy( pEnt->levelName, STRING(mapname) );
|
||||
}
|
||||
|
||||
|
||||
void CGlobalState::ClearStates( void )
|
||||
{
|
||||
globalentity_t *pFree = m_pList;
|
||||
while ( pFree )
|
||||
{
|
||||
globalentity_t *pNext = pFree->pNext;
|
||||
free( pFree );
|
||||
pFree = pNext;
|
||||
}
|
||||
Reset();
|
||||
}
|
||||
|
||||
|
||||
void SaveGlobalState( SAVERESTOREDATA *pSaveData )
|
||||
{
|
||||
CSave saveHelper( pSaveData );
|
||||
gGlobalState.Save( saveHelper );
|
||||
}
|
||||
|
||||
|
||||
void RestoreGlobalState( SAVERESTOREDATA *pSaveData )
|
||||
{
|
||||
CRestore restoreHelper( pSaveData );
|
||||
gGlobalState.Restore( restoreHelper );
|
||||
}
|
||||
|
||||
|
||||
void ResetGlobalState( void )
|
||||
{
|
||||
gGlobalState.ClearStates();
|
||||
gInitHUD = TRUE; // Init the HUD on a new game / load game
|
||||
}
|
||||
|
||||
// moved CWorld class definition to cbase.h
|
||||
//=======================
|
||||
// CWorld
|
||||
//
|
||||
// This spawns first when each level begins.
|
||||
//=======================
|
||||
|
||||
LINK_ENTITY_TO_CLASS( worldspawn, CWorld );
|
||||
|
||||
#define SF_WORLD_DARK 0x0001 // Fade from black at startup
|
||||
#define SF_WORLD_TITLE 0x0002 // Display game title at startup
|
||||
#define SF_WORLD_FORCETEAM 0x0004 // Force teams
|
||||
|
||||
extern DLL_GLOBAL BOOL g_fGameOver;
|
||||
float g_flWeaponCheat;
|
||||
|
||||
void CWorld :: Spawn( void )
|
||||
{
|
||||
g_fGameOver = FALSE;
|
||||
Precache( );
|
||||
g_flWeaponCheat = CVAR_GET_FLOAT( "sv_cheats" ); // Is the impulse 101 command allowed?
|
||||
}
|
||||
|
||||
void CWorld :: Precache( void )
|
||||
{
|
||||
g_pLastSpawn = NULL;
|
||||
|
||||
#if 1
|
||||
CVAR_SET_STRING("sv_gravity", "800"); // 67ft/sec
|
||||
CVAR_SET_STRING("sv_stepsize", "18");
|
||||
#else
|
||||
CVAR_SET_STRING("sv_gravity", "384"); // 32ft/sec
|
||||
CVAR_SET_STRING("sv_stepsize", "24");
|
||||
#endif
|
||||
|
||||
CVAR_SET_STRING("room_type", "0");// clear DSP
|
||||
|
||||
// QUAKECLASSIC
|
||||
// Set various physics cvars to Quake's values
|
||||
CVAR_SET_STRING("sv_friction", "4");
|
||||
CVAR_SET_STRING("sv_maxspeed", "400");
|
||||
CVAR_SET_STRING("sv_airaccelerate", "0.7");
|
||||
|
||||
// Set up game rules
|
||||
if (g_pGameRules)
|
||||
{
|
||||
delete g_pGameRules;
|
||||
}
|
||||
|
||||
g_pGameRules = InstallGameRules( );
|
||||
|
||||
//!!!UNDONE why is there so much Spawn code in the Precache function? I'll just keep it here
|
||||
InitBodyQue();
|
||||
|
||||
// init sentence group playback stuff from sentences.txt.
|
||||
// ok to call this multiple times, calls after first are ignored.
|
||||
|
||||
SENTENCEG_Init();
|
||||
|
||||
// init texture type array from materials.txt
|
||||
|
||||
TEXTURETYPE_Init();
|
||||
|
||||
|
||||
// the area based ambient sounds MUST be the first precache_sounds
|
||||
|
||||
// player precaches
|
||||
W_Precache (); // get weapon precaches
|
||||
|
||||
ClientPrecache();
|
||||
|
||||
// QUAKECLASSIC
|
||||
QuakeClassicPrecache();
|
||||
|
||||
// sounds used from C physics code
|
||||
PRECACHE_SOUND("common/null.wav"); // clears sound channels
|
||||
|
||||
PRECACHE_SOUND( "items/suitchargeok1.wav" );//!!! temporary sound for respawning weapons.
|
||||
PRECACHE_SOUND( "items/gunpickup2.wav" );// player picks up a gun.
|
||||
|
||||
PRECACHE_SOUND( "common/bodydrop3.wav" );// dead bodies hitting the ground (animation events)
|
||||
PRECACHE_SOUND( "common/bodydrop4.wav" );
|
||||
|
||||
g_Language = (int)CVAR_GET_FLOAT( "sv_language" );
|
||||
if ( g_Language == LANGUAGE_GERMAN )
|
||||
{
|
||||
PRECACHE_MODEL( "models/germangibs.mdl" );
|
||||
}
|
||||
else
|
||||
{
|
||||
PRECACHE_MODEL( "models/hgibs.mdl" );
|
||||
PRECACHE_MODEL( "models/agibs.mdl" );
|
||||
}
|
||||
|
||||
PRECACHE_SOUND ("weapons/ric1.wav");
|
||||
PRECACHE_SOUND ("weapons/ric2.wav");
|
||||
PRECACHE_SOUND ("weapons/ric3.wav");
|
||||
PRECACHE_SOUND ("weapons/ric4.wav");
|
||||
PRECACHE_SOUND ("weapons/ric5.wav");
|
||||
//
|
||||
// Setup light animation tables. 'a' is total darkness, 'z' is maxbright.
|
||||
//
|
||||
|
||||
// 0 normal
|
||||
LIGHT_STYLE(0, "m");
|
||||
|
||||
// 1 FLICKER (first variety)
|
||||
LIGHT_STYLE(1, "mmnmmommommnonmmonqnmmo");
|
||||
|
||||
// 2 SLOW STRONG PULSE
|
||||
LIGHT_STYLE(2, "abcdefghijklmnopqrstuvwxyzyxwvutsrqponmlkjihgfedcba");
|
||||
|
||||
// 3 CANDLE (first variety)
|
||||
LIGHT_STYLE(3, "mmmmmaaaaammmmmaaaaaabcdefgabcdefg");
|
||||
|
||||
// 4 FAST STROBE
|
||||
LIGHT_STYLE(4, "mamamamamama");
|
||||
|
||||
// 5 GENTLE PULSE 1
|
||||
LIGHT_STYLE(5,"jklmnopqrstuvwxyzyxwvutsrqponmlkj");
|
||||
|
||||
// 6 FLICKER (second variety)
|
||||
LIGHT_STYLE(6, "nmonqnmomnmomomno");
|
||||
|
||||
// 7 CANDLE (second variety)
|
||||
LIGHT_STYLE(7, "mmmaaaabcdefgmmmmaaaammmaamm");
|
||||
|
||||
// 8 CANDLE (third variety)
|
||||
LIGHT_STYLE(8, "mmmaaammmaaammmabcdefaaaammmmabcdefmmmaaaa");
|
||||
|
||||
// 9 SLOW STROBE (fourth variety)
|
||||
LIGHT_STYLE(9, "aaaaaaaazzzzzzzz");
|
||||
|
||||
// 10 FLUORESCENT FLICKER
|
||||
LIGHT_STYLE(10, "mmamammmmammamamaaamammma");
|
||||
|
||||
// 11 SLOW PULSE NOT FADE TO BLACK
|
||||
LIGHT_STYLE(11, "abcdefghijklmnopqrrqponmlkjihgfedcba");
|
||||
|
||||
// 12 UNDERWATER LIGHT MUTATION
|
||||
// this light only distorts the lightmap - no contribution
|
||||
// is made to the brightness of affected surfaces
|
||||
LIGHT_STYLE(12, "mmnnmmnnnmmnn");
|
||||
|
||||
// styles 32-62 are assigned by the light program for switchable lights
|
||||
|
||||
// 63 testing
|
||||
LIGHT_STYLE(63, "a");
|
||||
|
||||
for ( int i = 0; i < static_cast<int>(ARRAYSIZE(gDecals)); i++ )
|
||||
gDecals[i].index = DECAL_INDEX( gDecals[i].name );
|
||||
|
||||
// init the WorldGraph.
|
||||
WorldGraph.InitGraph();
|
||||
|
||||
// make sure the .NOD file is newer than the .BSP file.
|
||||
if ( !WorldGraph.CheckNODFile ( ( char * )STRING( gpGlobals->mapname ) ) )
|
||||
{// NOD file is not present, or is older than the BSP file.
|
||||
WorldGraph.AllocNodes ();
|
||||
}
|
||||
else
|
||||
{// Load the node graph for this level
|
||||
if ( !WorldGraph.FLoadGraph ( (char *)STRING( gpGlobals->mapname ) ) )
|
||||
{// couldn't load, so alloc and prepare to build a graph.
|
||||
ALERT ( at_console, "*Error opening .NOD file\n" );
|
||||
WorldGraph.AllocNodes ();
|
||||
}
|
||||
else
|
||||
{
|
||||
ALERT ( at_console, "\n*Graph Loaded!\n" );
|
||||
}
|
||||
}
|
||||
|
||||
if ( pev->speed > 0 )
|
||||
CVAR_SET_FLOAT( "sv_zmax", pev->speed );
|
||||
else
|
||||
CVAR_SET_FLOAT( "sv_zmax", 4096 );
|
||||
|
||||
// QUAKECLASSIC: No Fades
|
||||
/*
|
||||
if ( pev->netname )
|
||||
{
|
||||
ALERT( at_aiconsole, "Chapter title: %s\n", STRING(pev->netname) );
|
||||
CBaseEntity *pEntity = CBaseEntity::Create( "env_message", g_vecZero, g_vecZero, NULL );
|
||||
if ( pEntity )
|
||||
{
|
||||
pEntity->SetThink( SUB_CallUseToggle );
|
||||
pEntity->pev->message = pev->netname;
|
||||
pev->netname = 0;
|
||||
pEntity->pev->nextthink = gpGlobals->time + 0.3;
|
||||
pEntity->pev->spawnflags = SF_MESSAGE_ONCE;
|
||||
}
|
||||
}
|
||||
*/
|
||||
|
||||
// QUAKECLASSIC: No Darkness
|
||||
/*
|
||||
if ( pev->spawnflags & SF_WORLD_DARK )
|
||||
CVAR_SET_FLOAT( "v_dark", 1.0 );
|
||||
else
|
||||
CVAR_SET_FLOAT( "v_dark", 0.0 );
|
||||
*/
|
||||
|
||||
if ( pev->spawnflags & SF_WORLD_TITLE )
|
||||
gDisplayTitle = TRUE; // display the game title if this key is set
|
||||
else
|
||||
gDisplayTitle = FALSE;
|
||||
|
||||
if ( pev->spawnflags & SF_WORLD_FORCETEAM )
|
||||
{
|
||||
CVAR_SET_FLOAT( "mp_defaultteam", 1 );
|
||||
}
|
||||
else
|
||||
{
|
||||
CVAR_SET_FLOAT( "mp_defaultteam", 0 );
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
//
|
||||
// Just to ignore the "wad" field.
|
||||
//
|
||||
void CWorld :: KeyValue( KeyValueData *pkvd )
|
||||
{
|
||||
if ( FStrEq(pkvd->szKeyName, "skyname") )
|
||||
{
|
||||
// Sent over net now.
|
||||
CVAR_SET_STRING( "sv_skyname", pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "sounds") )
|
||||
{
|
||||
gpGlobals->cdAudioTrack = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "WaveHeight") )
|
||||
{
|
||||
// Sent over net now.
|
||||
pev->scale = atof(pkvd->szValue) * (1.0/8.0);
|
||||
pkvd->fHandled = TRUE;
|
||||
CVAR_SET_FLOAT( "sv_wateramp", pev->scale );
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "MaxRange") )
|
||||
{
|
||||
pev->speed = atof(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "chaptertitle") )
|
||||
{
|
||||
pev->netname = ALLOC_STRING(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "startdark") )
|
||||
{
|
||||
// UNDONE: This is a gross hack!!! The CVAR is NOT sent over the client/sever link
|
||||
// but it will work for single player
|
||||
int flag = atoi(pkvd->szValue);
|
||||
pkvd->fHandled = TRUE;
|
||||
if ( flag )
|
||||
pev->spawnflags |= SF_WORLD_DARK;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "newunit") )
|
||||
{
|
||||
// Single player only. Clear save directory if set
|
||||
if ( atoi(pkvd->szValue) )
|
||||
CVAR_SET_FLOAT( "sv_newunit", 1 );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "gametitle") )
|
||||
{
|
||||
if ( atoi(pkvd->szValue) )
|
||||
pev->spawnflags |= SF_WORLD_TITLE;
|
||||
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "mapteams") )
|
||||
{
|
||||
pev->team = ALLOC_STRING( pkvd->szValue );
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else if ( FStrEq(pkvd->szKeyName, "defaultteam") )
|
||||
{
|
||||
if ( atoi(pkvd->szValue) )
|
||||
{
|
||||
pev->spawnflags |= SF_WORLD_FORCETEAM;
|
||||
}
|
||||
pkvd->fHandled = TRUE;
|
||||
}
|
||||
else
|
||||
CBaseEntity::KeyValue( pkvd );
|
||||
}
|
||||
Reference in New Issue
Block a user