/*** * * Copyright (c) 1996-2001, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "client.h" #include "decals.h" #include "gamerules.h" #include "game.h" //extern "C" void PM_Move ( struct playermove_s *ppmove, int server ); //extern "C" void PM_Init ( struct playermove_s *ppmove ); //extern "C" char PM_FindTextureType( char *name ); void PM_Move ( struct playermove_s *ppmove, int server ); void PM_Init ( struct playermove_s *ppmove ); char PM_FindTextureType( char *name ); void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ); extern Vector VecBModelOrigin( entvars_t* pevBModel ); extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL int g_iSkillLevel; static DLL_FUNCTIONS gFunctionTable = { GameDLLInit, //pfnGameInit DispatchSpawn, //pfnSpawn DispatchThink, //pfnThink DispatchUse, //pfnUse DispatchTouch, //pfnTouch DispatchBlocked, //pfnBlocked DispatchKeyValue, //pfnKeyValue DispatchSave, //pfnSave DispatchRestore, //pfnRestore DispatchObjectCollsionBox, //pfnAbsBox SaveWriteFields, //pfnSaveWriteFields SaveReadFields, //pfnSaveReadFields SaveGlobalState, //pfnSaveGlobalState RestoreGlobalState, //pfnRestoreGlobalState ResetGlobalState, //pfnResetGlobalState ClientConnect, //pfnClientConnect ClientDisconnect, //pfnClientDisconnect ClientKill, //pfnClientKill ClientPutInServer, //pfnClientPutInServer ClientCommand, //pfnClientCommand ClientUserInfoChanged, //pfnClientUserInfoChanged ServerActivate, //pfnServerActivate ServerDeactivate, //pfnServerDeactivate PlayerPreThink, //pfnPlayerPreThink PlayerPostThink, //pfnPlayerPostThink StartFrame, //pfnStartFrame ParmsNewLevel, //pfnParmsNewLevel ParmsChangeLevel, //pfnParmsChangeLevel GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game. PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player. SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t) Sys_Error, //pfnSys_Error Called when engine has encountered an error PM_Move, //pfnPM_Move PM_Init, //pfnPM_Init Server version of player movement initialization PM_FindTextureType, //pfnPM_FindTextureType SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client AddToFullPack, //pfnAddToFullPack CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too. RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding GetWeaponData, //pfnGetWeaponData CmdStart, //pfnCmdStart CmdEnd, //pfnCmdEnd ConnectionlessPacket, //pfnConnectionlessPacket GetHullBounds, //pfnGetHullBounds CreateInstancedBaselines, //pfnCreateInstancedBaselines InconsistentFile, //pfnInconsistentFile AllowLagCompensation, //pfnAllowLagCompensation }; static void SetObjectCollisionBox( entvars_t *pev ); extern "C" { int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion ) { if ( !pFunctionTable || interfaceVersion != INTERFACE_VERSION ) { return FALSE; } memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) ); return TRUE; } int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ) { if ( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION ) { // Tell engine what version we had, so it can figure out who is out of date. *interfaceVersion = INTERFACE_VERSION; return FALSE; } memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) ); return TRUE; } } int DispatchSpawn( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); if (pEntity) { // Initialize these or entities who don't link to the world won't have anything in here pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1); pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1); pEntity->Spawn(); // Try to get the pointer again, in case the spawn function deleted the entity. // UNDONE: Spawn() should really return a code to ask that the entity be deleted, but // that would touch too much code for me to do that right now. pEntity = (CBaseEntity *)GET_PRIVATE(pent); if ( pEntity ) { if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) ) return -1; // return that this entity should be deleted if ( pEntity->pev->flags & FL_KILLME ) return -1; } // Handle global stuff here if ( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); if ( pGlobal ) { // Already dead? delete if ( pGlobal->state == GLOBAL_DEAD ) return -1; else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) ) pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive // In this level & not dead, continue on as normal } else { // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); // ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) ); } } } return 0; } void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd ) { if ( !pkvd || !pentKeyvalue ) return; EntvarsKeyvalue( VARS(pentKeyvalue), pkvd ); // If the key was an entity variable, or there's no class set yet, don't look for the object, it may // not exist yet. if ( pkvd->fHandled || pkvd->szClassName == NULL ) return; // Get the actualy entity object CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue); if ( !pEntity ) return; pEntity->KeyValue( pkvd ); } // HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers) // while it builds the graph BOOL gTouchDisabled = FALSE; void DispatchTouch( edict_t *pentTouched, edict_t *pentOther ) { if ( gTouchDisabled ) return; CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) ) pEntity->Touch( pOther ); } void DispatchUse( edict_t *pentUsed, edict_t *pentOther ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther); if (pEntity && !(pEntity->pev->flags & FL_KILLME) ) pEntity->Use( pOther, pOther, USE_TOGGLE, 0 ); } void DispatchThink( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); if (pEntity) { if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) ) ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) ); pEntity->Think(); } } void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); if (pEntity) pEntity->Blocked( pOther ); } void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); if ( pEntity && pSaveData ) { ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ]; if ( pTable->pent != pent ) ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" ); if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE ) return; // These don't use ltime & nextthink as times really, but we'll fudge around it. if ( pEntity->pev->movetype == MOVETYPE_PUSH ) { float delta = pEntity->pev->nextthink - pEntity->pev->ltime; pEntity->pev->ltime = gpGlobals->time; pEntity->pev->nextthink = pEntity->pev->ltime + delta; } pTable->location = pSaveData->size; // Remember entity position for file I/O pTable->classname = pEntity->pev->classname; // Remember entity class for respawn CSave saveHelper( pSaveData ); pEntity->Save( saveHelper ); pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block } } // Find the matching global entity. Spit out an error if the designer made entities of // different classes with the same global name CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) { edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) ); CBaseEntity *pReturn = CBaseEntity::Instance( pent ); if ( pReturn ) { if ( !FClassnameIs( pReturn->pev, STRING(classname) ) ) { ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) ); pReturn = NULL; } } return pReturn; } int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); if ( pEntity && pSaveData ) { entvars_t tmpVars; Vector oldOffset; CRestore restoreHelper( pSaveData ); if ( globalEntity ) { CRestore tmpRestore( pSaveData ); tmpRestore.PrecacheMode( 0 ); tmpRestore.ReadEntVars( "ENTVARS", &tmpVars ); // HACKHACK - reset the save pointers, we're going to restore for real this time pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location; pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size; // ------------------- const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname ); // Don't overlay any instance of the global that isn't the latest // pSaveData->szCurrentMapName is the level this entity is coming from // pGlobla->levelName is the last level the global entity was active in. // If they aren't the same, then this global update is out of date. if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) ) return 0; // Compute the new global offset oldOffset = pSaveData->vecLandmarkOffset; CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname ); if ( pNewEntity ) { // ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) ); // Tell the restore code we're overlaying a global entity from another level restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins; pEntity = pNewEntity;// we're going to restore this data OVER the old entity pent = ENT( pEntity->pev ); // Update the global table to say that the global definition of this entity should come from this level gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname ); } else { // This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below) // or call EntityUpdate() to move it to this level, we haven't changed global state at all. return 0; } } if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN ) { pEntity->Restore( restoreHelper ); pEntity->Spawn(); } else { pEntity->Restore( restoreHelper ); pEntity->Precache( ); } // Again, could be deleted, get the pointer again. pEntity = (CBaseEntity *)GET_PRIVATE(pent); #if 0 if ( pEntity && pEntity->pev->globalname && globalEntity ) { ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) ); } #endif // Is this an overriding global entity (coming over the transition), or one restoring in a level if ( globalEntity ) { // ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING(pEntity->pev->model) ); pSaveData->vecLandmarkOffset = oldOffset; if ( pEntity ) { UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin ); pEntity->OverrideReset(); } } else if ( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); if ( pGlobal ) { // Already dead? delete if ( pGlobal->state == GLOBAL_DEAD ) return -1; else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) ) { pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive } // In this level & not dead, continue on as normal } else { ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) ); // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); } } } return 0; } void DispatchObjectCollsionBox( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent); if (pEntity) { pEntity->SetObjectCollisionBox(); } else SetObjectCollisionBox( &pent->v ); } void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CSave saveHelper( pSaveData ); saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount ); } void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CRestore restoreHelper( pSaveData ); restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount ); } edict_t * EHANDLE::Get( void ) { if (m_pent) { if (m_pent->serialnumber == m_serialnumber) return m_pent; else return NULL; } return NULL; }; edict_t * EHANDLE::Set( edict_t *pent ) { m_pent = pent; if (pent) m_serialnumber = m_pent->serialnumber; return pent; }; EHANDLE :: operator CBaseEntity *() { return (CBaseEntity *)GET_PRIVATE( Get( ) ); }; CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity) { if (pEntity) { m_pent = ENT( pEntity->pev ); if (m_pent) m_serialnumber = m_pent->serialnumber; } else { m_pent = NULL; m_serialnumber = 0; } return pEntity; } EHANDLE :: operator int () { return Get() != NULL; } CBaseEntity * EHANDLE :: operator -> () { return (CBaseEntity *)GET_PRIVATE( Get( ) ); } // give health int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType ) { if (!pev->takedamage) return 0; // heal if ( pev->health >= pev->max_health ) return 0; pev->health += flHealth; if (pev->health > pev->max_health) pev->health = pev->max_health; return 1; } // inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH int CBaseEntity :: TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType ) { Vector vecTemp; if (!pev->takedamage) return 0; // UNDONE: some entity types may be immune or resistant to some bitsDamageType if((bitsDamageType == NS_DMG_ORGANIC) && !this->IsPlayer()) { return 0; } // if Attacker == Inflictor, the attack was a melee or other instant-hit attack. // (that is, no actual entity projectile was involved in the attack so use the shooter's origin). if ( pevAttacker == pevInflictor ) { vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); } else // an actual missile was involved. { vecTemp = pevInflictor->origin - ( VecBModelOrigin(pev) ); } // this global is still used for glass and other non-monster killables, along with decals. g_vecAttackDir = vecTemp.Normalize(); // When players take damage, don't move target at all // save damage based on the target's armor level // figure momentum add (don't let hurt brushes or other triggers move player) if ((!FNullEnt(pevInflictor)) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP) && (pevAttacker->solid != SOLID_TRIGGER) && !this->IsPlayer()) { Vector vecDir = pev->origin - (pevInflictor->absmin + pevInflictor->absmax) * 0.5; vecDir = vecDir.Normalize(); float flForce = flDamage * ((32 * 32 * 72.0) / (pev->size.x * pev->size.y * pev->size.z)) * 5; if (flForce > 1000.0) flForce = 1000.0; pev->velocity = pev->velocity + vecDir * flForce; } // do the damage pev->health -= flDamage; // Killed when health cast to an int is 0 if((int)(pev->health) <= 0) { this->pev->health = 0.0f; } if (pev->health <= 0) { Killed( pevAttacker, GIB_NORMAL ); return 0; } return 1; } void CBaseEntity :: Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DEAD; UTIL_Remove( this ); } CBaseEntity *CBaseEntity::GetNextTarget( void ) { if ( FStringNull( pev->target ) ) return NULL; edict_t *pTarget = FIND_ENTITY_BY_TARGETNAME ( NULL, STRING(pev->target) ); if ( FNullEnt(pTarget) ) return NULL; return Instance( pTarget ); } // Global Savedata for Delay TYPEDESCRIPTION CBaseEntity::m_SaveData[] = { DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ), DEFINE_FIELD( CBaseEntity, m_pfnThink, FIELD_FUNCTION ), // UNDONE: Build table of these!!! DEFINE_FIELD( CBaseEntity, m_pfnTouch, FIELD_FUNCTION ), DEFINE_FIELD( CBaseEntity, m_pfnUse, FIELD_FUNCTION ), DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ), }; int CBaseEntity::Save( CSave &save ) { if ( save.WriteEntVars( "ENTVARS", pev ) ) return save.WriteFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); return 0; } int CBaseEntity::Restore( CRestore &restore ) { int status; status = restore.ReadEntVars( "ENTVARS", pev ); if ( status ) status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); if ( pev->modelindex != 0 && !FStringNull(pev->model) ) { Vector mins, maxs; mins = pev->mins; // Set model is about to destroy these maxs = pev->maxs; PRECACHE_MODEL( (char *)STRING(pev->model) ); SET_MODEL(ENT(pev), STRING(pev->model)); UTIL_SetSize(pev, mins, maxs); // Reset them } return status; } // Initialize absmin & absmax to the appropriate box void SetObjectCollisionBox( entvars_t *pev ) { if ( (pev->solid == SOLID_BSP) && (pev->angles.x || pev->angles.y|| pev->angles.z) ) { // expand for rotation float max, v; int i; max = 0; for (i=0 ; i<3 ; i++) { v = fabs( ((float *)pev->mins)[i]); if (v > max) max = v; v = fabs( ((float *)pev->maxs)[i]); if (v > max) max = v; } for (i=0 ; i<3 ; i++) { ((float *)pev->absmin)[i] = ((float *)pev->origin)[i] - max; ((float *)pev->absmax)[i] = ((float *)pev->origin)[i] + max; } } else { pev->absmin = pev->origin + pev->mins; pev->absmax = pev->origin + pev->maxs; } pev->absmin.x -= 1; pev->absmin.y -= 1; pev->absmin.z -= 1; pev->absmax.x += 1; pev->absmax.y += 1; pev->absmax.z += 1; } void CBaseEntity::SetObjectCollisionBox( void ) { ::SetObjectCollisionBox( pev ); } int CBaseEntity :: Intersects( CBaseEntity *pOther ) { if ( pOther->pev->absmin.x > pev->absmax.x || pOther->pev->absmin.y > pev->absmax.y || pOther->pev->absmin.z > pev->absmax.z || pOther->pev->absmax.x < pev->absmin.x || pOther->pev->absmax.y < pev->absmin.y || pOther->pev->absmax.z < pev->absmin.z ) return 0; return 1; } void CBaseEntity :: MakeDormant( void ) { SetBits( pev->flags, FL_DORMANT ); // Don't touch pev->solid = SOLID_NOT; // Don't move pev->movetype = MOVETYPE_NONE; // Don't draw SetBits( pev->effects, EF_NODRAW ); // Don't think pev->nextthink = 0; // Relink UTIL_SetOrigin( pev, pev->origin ); } int CBaseEntity :: IsDormant( void ) { return FBitSet( pev->flags, FL_DORMANT ); } BOOL CBaseEntity :: IsInWorld( void ) { // position if (pev->origin.x >= 4096) return FALSE; if (pev->origin.y >= 4096) return FALSE; if (pev->origin.z >= 4096) return FALSE; if (pev->origin.x <= -4096) return FALSE; if (pev->origin.y <= -4096) return FALSE; if (pev->origin.z <= -4096) return FALSE; // speed if (pev->velocity.x >= 2000) return FALSE; if (pev->velocity.y >= 2000) return FALSE; if (pev->velocity.z >= 2000) return FALSE; if (pev->velocity.x <= -2000) return FALSE; if (pev->velocity.y <= -2000) return FALSE; if (pev->velocity.z <= -2000) return FALSE; return TRUE; } int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { if ( useType != USE_TOGGLE && useType != USE_SET ) { if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) ) return 0; } return 1; } int CBaseEntity :: DamageDecal( int bitsDamageType ) { if ( pev->rendermode == kRenderTransAlpha ) return -1; if ( pev->rendermode != kRenderNormal ) return DECAL_BPROOF1; return DECAL_GUNSHOT1 + RANDOM_LONG(0,4); } // NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity // will keep a pointer to it after this call. CBaseEntity * CBaseEntity::Create( const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { edict_t *pent; CBaseEntity *pEntity; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName )); if ( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in Create!\n" ); return NULL; } pEntity = Instance( pent ); if(pEntity) { pEntity->pev->owner = pentOwner; pEntity->pev->origin = vecOrigin; pEntity->pev->angles = vecAngles; DispatchSpawn( pEntity->edict() ); } else { ALERT(at_console, "NULL CBaseEntity after non-null edict_t in CBaseEntity::Create!\n"); REMOVE_ENTITY(ENT(pent)); } return pEntity; } // Compute checksum of entity for testing purposes void CBaseEntity::AddChecksum(Checksum& inChecksum) { if(this->pev) { // Entity index int theEntityIndex = this->entindex(); inChecksum.AddChecksum("CBaseEntity::EntIndexChecksum", theEntityIndex); // Take into account entity pos, angle int thePositionChecksum = 5*((this->pev->origin.x + this->pev->origin.y + this->pev->origin.z)/.1f); thePositionChecksum += 11*((this->pev->angles.x + this->pev->angles.y + this->pev->angles.z)/.1f); inChecksum.AddChecksum("CBaseEntity::PositionChecksum", thePositionChecksum); // Take into account user vars int theUserVarsChecksum = this->pev->iuser1 + 5*this->pev->iuser2 + 7*this->pev->iuser3 + 11*this->pev->iuser4; inChecksum.AddChecksum("CBaseEntity::UserVarsChecksum", theUserVarsChecksum); // Take into account model? // Classname? //int theClassNameChecksum = this->pev // Take into account rendermode, renderamt int theRenderChecksum = this->pev->renderamt + 3*this->pev->rendermode; inChecksum.AddChecksum("CBaseEntity::RenderChecksum", theRenderChecksum); // Health, takedamage int theHealthChecksum = this->pev->takedamage + 3*this->pev->health + 7*this->pev->armorvalue; inChecksum.AddChecksum("CBaseEntity::HealthChecksum", theHealthChecksum); } else { inChecksum.AddChecksum("CBaseEntity::NullPEV", 0); } }