//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEENTITY_SHARED_H #define BASEENTITY_SHARED_H #ifdef _WIN32 #pragma once #endif extern ConVar hl2_episodic; // Simple shared header file for common base entities // entity capabilities // These are caps bits to indicate what an object's capabilities (currently used for +USE, save/restore and level transitions) // NOTE: (For portal 2 and paint) These +use related caps MUST be the first 6 bits! #define FCAP_IMPULSE_USE 0x00000001 // can be used by the player #define FCAP_CONTINUOUS_USE 0x00000002 // can be used by the player #define FCAP_ONOFF_USE 0x00000004 // can be used by the player #define FCAP_DIRECTIONAL_USE 0x00000008 // Player sends +/- 1 when using (currently only tracktrains) // NOTE: Normally +USE only works in direct line of sight. Add these caps for additional searches #define FCAP_USE_ONGROUND 0x00000010 #define FCAP_USE_IN_RADIUS 0x00000020 #define FCAP_MUST_SPAWN 0x00000040 // Spawn after restore #define FCAP_ACROSS_TRANSITION 0x00000080 // should transfer between transitions // UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! #define FCAP_FORCE_TRANSITION 0x00000100 // ALWAYS goes across transitions #define FCAP_NOTIFY_ON_TRANSITION 0x00000200 // Entity will receive Inside/Outside transition inputs when a transition occurs #define FCAP_SAVE_NON_NETWORKABLE 0x00000400 #define FCAP_MASTER 0x10000000 // Can be used to "master" other entities (like multisource) #define FCAP_WCEDIT_POSITION 0x40000000 // Can change position and update Hammer in edit mode #define FCAP_DONT_SAVE 0x80000000 // Don't save this // How many bits are used to transmit parent attachment indices? #define NUM_PARENTATTACHMENT_BITS 6 // Maximum number of vphysics objects per entity #define VPHYSICS_MAX_OBJECT_LIST_COUNT 1024 #if defined( CLIENT_DLL ) #include "c_baseentity.h" #include "c_baseanimating.h" #else #include "baseentity.h" #ifdef HL2_EPISODIC #include "info_darknessmode_lightsource.h" #endif // HL2_EPISODIC #endif #include "vscript/ivscript.h" #include "vscript_shared.h" #if !defined( NO_ENTITY_PREDICTION ) // CBaseEntity inlines inline bool CBaseEntity::IsPlayerSimulated( void ) const { return m_bIsPlayerSimulated; } inline CBasePlayer *CBaseEntity::GetSimulatingPlayer( void ) { return m_hPlayerSimulationOwner.Get(); } #endif inline MoveType_t CBaseEntity::GetMoveType() const { return (MoveType_t)(unsigned char)m_MoveType; } inline MoveCollide_t CBaseEntity::GetMoveCollide() const { return (MoveCollide_t)(unsigned char)m_MoveCollide; } //----------------------------------------------------------------------------- // Collision group accessors //----------------------------------------------------------------------------- inline int CBaseEntity::GetCollisionGroup() const { return m_CollisionGroup; } inline int CBaseEntity::GetFlags( void ) const { return m_fFlags; } inline bool CBaseEntity::IsAlive( void ) { return m_lifeState == LIFE_ALIVE; } inline CBaseEntity *CBaseEntity::GetOwnerEntity() const { return m_hOwnerEntity.Get(); } inline CBaseEntity *CBaseEntity::GetEffectEntity() const { return m_hEffectEntity.Get(); } inline int CBaseEntity::GetPredictionRandomSeed( void ) { return m_nPredictionRandomSeed; } inline CBasePlayer *CBaseEntity::GetPredictionPlayer( void ) { return m_pPredictionPlayer; } inline void CBaseEntity::SetPredictionPlayer( CBasePlayer *player ) { m_pPredictionPlayer = player; } inline bool CBaseEntity::IsSimulatedEveryTick() const { return m_bSimulatedEveryTick; } inline bool CBaseEntity::IsAnimatedEveryTick() const { return m_bAnimatedEveryTick; } inline void CBaseEntity::SetSimulatedEveryTick( bool sim ) { if ( m_bSimulatedEveryTick != sim ) { m_bSimulatedEveryTick = sim; #ifdef CLIENT_DLL Interp_UpdateInterpolationAmounts( GetVarMapping() ); #endif } } inline void CBaseEntity::SetAnimatedEveryTick( bool anim ) { if ( m_bAnimatedEveryTick != anim ) { m_bAnimatedEveryTick = anim; #ifdef CLIENT_DLL Interp_UpdateInterpolationAmounts( GetVarMapping() ); #endif } } inline float CBaseEntity::GetAnimTime() const { return m_flAnimTime; } inline float CBaseEntity::GetSimulationTime() const { return m_flSimulationTime; } inline void CBaseEntity::SetAnimTime( float at ) { m_flAnimTime = at; } inline void CBaseEntity::SetSimulationTime( float st ) { m_flSimulationTime = st; } inline int CBaseEntity::GetEffects( void ) const { return m_fEffects; } inline void CBaseEntity::RemoveEffects( int nEffects ) { #if !defined( CLIENT_DLL ) #ifdef HL2_EPISODIC if ( nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) ) { // Hack for now, to avoid player emitting radius with his flashlight if ( !IsPlayer() ) { RemoveEntityFromDarknessCheck( this ); } } #endif // HL2_EPISODIC #endif // !CLIENT_DLL m_fEffects &= ~nEffects; if ( nEffects & EF_NODRAW ) { #ifndef CLIENT_DLL NetworkProp()->MarkPVSInformationDirty(); DispatchUpdateTransmitState(); #else UpdateVisibility(); #endif } } inline void CBaseEntity::ClearEffects( void ) { #if !defined( CLIENT_DLL ) #ifdef HL2_EPISODIC if ( m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) ) { // Hack for now, to avoid player emitting radius with his flashlight if ( !IsPlayer() ) { RemoveEntityFromDarknessCheck( this ); } } #endif // HL2_EPISODIC #endif // !CLIENT_DLL m_fEffects = 0; #ifndef CLIENT_DLL DispatchUpdateTransmitState(); #else UpdateVisibility(); #endif } inline bool CBaseEntity::IsEffectActive( int nEffects ) const { return (m_fEffects & nEffects) != 0; } inline HSCRIPT ToHScript( CBaseEntity *pEnt ) { return ( pEnt ) ? pEnt->GetScriptInstance() : NULL; } template <> ScriptClassDesc_t *GetScriptDesc( CBaseEntity * ); inline CBaseEntity *ToEnt( HSCRIPT hScript ) { return ( hScript ) ? (CBaseEntity *)g_pScriptVM->GetInstanceValue( hScript, GetScriptDescForClass(CBaseEntity) ) : NULL; } // convenience functions for fishing out the vectors of this object // equivalent to GetVectors(), but doesn't need an intermediate stack // variable (which might cause an LHS anyway) inline Vector CBaseEntity::Forward() const RESTRICT ///< get my forward (+x) vector { const matrix3x4_t &mat = EntityToWorldTransform(); return Vector( mat[0][0], mat[1][0], mat[2][0] ); } inline Vector CBaseEntity::Left() const RESTRICT ///< get my left (+y) vector { const matrix3x4_t &mat = EntityToWorldTransform(); return Vector( mat[0][1], mat[1][1], mat[2][1] ); } inline Vector CBaseEntity::Up() const RESTRICT ///< get my up (+z) vector { const matrix3x4_t &mat = EntityToWorldTransform(); return Vector( mat[0][2], mat[1][2], mat[2][2] ); } // Shared EntityMessage between game and client .dlls #define BASEENTITY_MSG_REMOVE_DECALS 1 #endif // BASEENTITY_SHARED_H