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