205 lines
9.7 KiB
C
205 lines
9.7 KiB
C
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( C_TE_LEGACYTEMPENTS_H )
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#define C_TE_LEGACYTEMPENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class C_BaseEntity;
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class C_LocalTempEntity;
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struct model_t;
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#include "mempool.h"
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#include "UtlLinkedList.h"
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#if defined( SDK_DLL )
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enum
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{
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CS_SHELL_9MM = 0,
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CS_SHELL_57,
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CS_SHELL_12GAUGE,
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CS_SHELL_556,
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CS_SHELL_762NATO,
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CS_SHELL_338MAG,
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};
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Interface for lecacy temp entities
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//-----------------------------------------------------------------------------
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abstract_class ITempEnts
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{
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public:
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virtual ~ITempEnts() {}
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virtual void Init( void ) = 0;
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virtual void Shutdown( void ) = 0;
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virtual void LevelInit() = 0;
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virtual void LevelShutdown() = 0;
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virtual void Update( void ) = 0;
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virtual void Clear( void ) = 0;
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virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size ) = 0;
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virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale ) = 0;
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virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson ) = 0;
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virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson ) = 0;
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virtual C_LocalTempEntity *SpawnTempModel( model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags ) = 0;
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virtual void BreakModel( const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags) = 0;
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virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed ) = 0;
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virtual void BubbleTrail( const Vector &start, const Vector &end, float flWaterZ, int modelIndex, int count, float speed ) = 0;
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virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags ) = 0;
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virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current ) = 0;
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virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate ) = 0;
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virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale ) = 0;
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virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin ) = 0;
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virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) = 0;
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virtual void KillAttachedTents( int client ) = 0;
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virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand ) = 0;
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virtual void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed ) = 0;
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virtual void RocketFlare( const Vector& pos ) = 0;
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virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp ) = 0;
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virtual void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0 ) = 0;
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virtual C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAccel, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Default implementation of the temp entity interface
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//-----------------------------------------------------------------------------
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class CTempEnts : public ITempEnts
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{
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// Construction
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public:
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CTempEnts( void );
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virtual ~CTempEnts( void );
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// Exposed interface
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public:
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virtual void Init( void );
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virtual void Shutdown( void );
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virtual void LevelInit();
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virtual void LevelShutdown();
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virtual void Update( void );
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virtual void Clear( void );
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// Legacy temp entities still supported
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virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size );
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virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale );
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virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson );
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virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false );
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virtual void BreakModel(const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags);
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virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed );
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virtual void BubbleTrail( const Vector &start, const Vector &end, float height, int modelIndex, int count, float speed );
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virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags );
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virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current );
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virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate );
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virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale );
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virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin );
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virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life );
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virtual void KillAttachedTents( int client );
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virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand );
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void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed );
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virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp );
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virtual C_LocalTempEntity *SpawnTempModel( model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags );
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void RocketFlare( const Vector& pos );
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void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0 );
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C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAcceleration, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL );
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// Data
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private:
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enum
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{
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MAX_TEMP_ENTITIES = 500,
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MAX_TEMP_ENTITY_SPRITES = 200,
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MAX_TEMP_ENTITY_STUDIOMODEL = 50,
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};
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// Global temp entity pool
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CClassMemoryPool< C_LocalTempEntity > m_TempEntsPool;
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CUtlLinkedList< C_LocalTempEntity *, unsigned short > m_TempEnts;
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// Muzzle flash sprites
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struct model_t *m_pSpriteMuzzleFlash[10];
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struct model_t *m_pSpriteAR2Flash[4];
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struct model_t *m_pShells[3];
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struct model_t *m_pSpriteCombineFlash[2];
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#if defined ( SDK_DLL )
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struct model_t *m_pCS_9MMShell;
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struct model_t *m_pCS_57Shell;
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struct model_t *m_pCS_12GaugeShell;
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struct model_t *m_pCS_556Shell;
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struct model_t *m_pCS_762NATOShell;
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struct model_t *m_pCS_338MAGShell;
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#endif
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// Internal methods also available to children
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protected:
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C_LocalTempEntity *TempEntAlloc( const Vector& org, model_t *model );
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C_LocalTempEntity *TempEntAllocHigh( const Vector& org, model_t *model );
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// Material handle caches
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private:
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inline void CacheMuzzleFlashes( void );
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PMaterialHandle m_Material_MuzzleFlash_Player[4];
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PMaterialHandle m_Material_MuzzleFlash_NPC[4];
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PMaterialHandle m_Material_Combine_MuzzleFlash_Player[2];
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PMaterialHandle m_Material_Combine_MuzzleFlash_NPC[2];
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// Internal methods
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private:
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CTempEnts( const CTempEnts & );
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void TempEntFree( int index );
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C_LocalTempEntity *TempEntAlloc();
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bool FreeLowPriorityTempEnt();
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int AddVisibleTempEntity( C_LocalTempEntity *pEntity );
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// AR2
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void MuzzleFlash_AR2_Player( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity );
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void MuzzleFlash_AR2_NPC( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity );
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// SMG1
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void MuzzleFlash_SMG1_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
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void MuzzleFlash_SMG1_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
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// Shotgun
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void MuzzleFlash_Shotgun_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
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void MuzzleFlash_Shotgun_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
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// Pistol
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void MuzzleFlash_Pistol_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
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void MuzzleFlash_Pistol_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
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// Combine
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void MuzzleFlash_Combine_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
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void MuzzleFlash_Combine_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
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// 357
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void MuzzleFlash_357_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
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// RPG
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void MuzzleFlash_RPG_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
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};
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extern ITempEnts *tempents;
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#endif // C_TE_LEGACYTEMPENTS_H
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