sqwarmed/sdk_src/game/client/c_te_legacytempents.h

205 lines
9.7 KiB
C++

//========= 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