/*** * * 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 #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) reinterpret_cast(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 ); // 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 #define VEC_HULL_MIN Vector(-16, -16, -36) #define VEC_HULL_MAX Vector( 16, 16, 36) #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, 28 ) #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_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); // 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(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 );