153 lines
3.8 KiB
C++
153 lines
3.8 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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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "test_stressentities.h"
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#include "vstdlib/random.h"
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#include "world.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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CStressEntityReg *CStressEntityReg::s_pHead = NULL;
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// CStressEntityReg::s_pHead in array form for convenient access.
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CUtlVector<CStressEntityReg*> g_StressEntityRegs;
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CUtlVector<EHANDLE> g_StressEntities;
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CBaseEntity* MoveToRandomSpot( CBaseEntity *pEnt )
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{
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if ( pEnt )
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{
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CBasePlayer *pLocalPlayer = UTIL_GetLocalPlayer();
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if ( pLocalPlayer )
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{
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Vector vForward;
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pLocalPlayer->EyeVectors(&vForward );
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UTIL_SetOrigin( pEnt, GetRandomSpot() );
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}
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}
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return pEnt;
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}
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Vector GetRandomSpot()
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{
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CWorld *pEnt = GetWorldEntity();
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if ( pEnt )
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{
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Vector vMin, vMax;
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pEnt->GetWorldBounds( vMin, vMax );
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return Vector(
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RandomFloat( vMin.x, vMax.x ),
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RandomFloat( vMin.y, vMax.y ),
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RandomFloat( vMin.z, vMax.z ) );
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}
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else
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{
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return Vector( 0, 0, 0 );
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}
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}
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void Test_InitRandomEntitySpawner( const CCommand &args )
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{
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// Put the list of registered functions into array form for convenience.
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g_StressEntityRegs.Purge();
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for ( CStressEntityReg *pCur=CStressEntityReg::GetListHead(); pCur; pCur=pCur->GetNext() )
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g_StressEntityRegs.AddToTail( pCur );
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// Create slots for all the entities..
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int nSlots = 100;
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if ( args.ArgC() >= 2 )
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nSlots = atoi( args[ 1 ] );
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g_StressEntities.Purge();
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g_StressEntities.SetSize( nSlots );
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Msg( "Test_InitRandomEntitySpawner: created %d slots.\n", nSlots );
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}
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void Test_SpawnRandomEntities( const CCommand &args )
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{
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if ( args.ArgC() < 3 )
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{
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Error( "Test_SpawnRandomEntities <min # entities> <max # entities> missing arguments." );
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}
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if ( g_StressEntities.Count() == 0 )
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{
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Error( "Test_SpawnRandomEntities: not initialized (call Test_InitRandomEntitySpawner frst)." );
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}
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int nMin = atoi( args[ 1 ] );
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int nMax = atoi( args[ 2 ] );
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int count = RandomInt( nMin, nMax );
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for ( int i=0; i < count; i++ )
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{
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int iSlot = RandomInt( 0, g_StressEntities.Count() - 1 );
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// Remove any old entity in this slot.
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if ( g_StressEntities[iSlot].Get() )
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UTIL_RemoveImmediate( g_StressEntities[iSlot] );
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// Create a new one in this slot.
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int iType = RandomInt( 0, g_StressEntityRegs.Count() - 1 );
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g_StressEntities[iSlot] = g_StressEntityRegs[iType]->GetFn()();
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}
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}
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void Test_RandomizeInPVS( const CCommand &args )
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{
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if ( args.ArgC() < 2 )
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{
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Error( "Test_RandomizeInPVS <percentage chance to change>" );
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}
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int percent = atoi( args[ 1 ] );
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for ( int i=0; i < g_StressEntities.Count(); i++ )
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{
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CBaseEntity *pEnt = g_StressEntities[i];
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if ( pEnt )
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{
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if ( RandomInt( 0, 100 ) < percent )
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{
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if ( pEnt->IsEffectActive( EF_NODRAW ) )
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pEnt->RemoveEffects( EF_NODRAW );
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else
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pEnt->AddEffects( EF_NODRAW );
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}
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}
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}
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}
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void Test_RemoveAllRandomEntities()
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{
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for ( int i=0; i < g_StressEntities.Count(); i++ )
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{
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if ( g_StressEntities[i].Get() )
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UTIL_Remove( g_StressEntities[i] );
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}
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}
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ConCommand cc_Test_InitRandomEntitySpawner( "Test_InitRandomEntitySpawner", Test_InitRandomEntitySpawner, 0, FCVAR_CHEAT );
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ConCommand cc_Test_SpawnRandomEntities( "Test_SpawnRandomEntities", Test_SpawnRandomEntities, 0, FCVAR_CHEAT );
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ConCommand cc_Test_RandomizeInPVS( "Test_RandomizeInPVS", Test_RandomizeInPVS, 0, FCVAR_CHEAT );
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ConCommand cc_Test_RemoveAllRandomEntities( "Test_RemoveAllRandomEntities", Test_RemoveAllRandomEntities, 0, FCVAR_CHEAT );
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