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4f13237895
Change CRLF to LF in repo.
830 lines
23 KiB
C++
830 lines
23 KiB
C++
/***
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*
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* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "saverestore.h"
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#include "client.h"
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#include "decals.h"
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#include "gamerules.h"
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#include "game.h"
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//extern "C" void PM_Move ( struct playermove_s *ppmove, int server );
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//extern "C" void PM_Init ( struct playermove_s *ppmove );
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//extern "C" char PM_FindTextureType( char *name );
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void PM_Move ( struct playermove_s *ppmove, int server );
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void PM_Init ( struct playermove_s *ppmove );
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char PM_FindTextureType( char *name );
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void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd );
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extern Vector VecBModelOrigin( entvars_t* pevBModel );
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extern DLL_GLOBAL Vector g_vecAttackDir;
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extern DLL_GLOBAL int g_iSkillLevel;
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static DLL_FUNCTIONS gFunctionTable =
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{
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GameDLLInit, //pfnGameInit
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DispatchSpawn, //pfnSpawn
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DispatchThink, //pfnThink
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DispatchUse, //pfnUse
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DispatchTouch, //pfnTouch
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DispatchBlocked, //pfnBlocked
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DispatchKeyValue, //pfnKeyValue
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DispatchSave, //pfnSave
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DispatchRestore, //pfnRestore
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DispatchObjectCollsionBox, //pfnAbsBox
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SaveWriteFields, //pfnSaveWriteFields
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SaveReadFields, //pfnSaveReadFields
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SaveGlobalState, //pfnSaveGlobalState
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RestoreGlobalState, //pfnRestoreGlobalState
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ResetGlobalState, //pfnResetGlobalState
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ClientConnect, //pfnClientConnect
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ClientDisconnect, //pfnClientDisconnect
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ClientKill, //pfnClientKill
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ClientPutInServer, //pfnClientPutInServer
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ClientCommand, //pfnClientCommand
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ClientUserInfoChanged, //pfnClientUserInfoChanged
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ServerActivate, //pfnServerActivate
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ServerDeactivate, //pfnServerDeactivate
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PlayerPreThink, //pfnPlayerPreThink
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PlayerPostThink, //pfnPlayerPostThink
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StartFrame, //pfnStartFrame
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ParmsNewLevel, //pfnParmsNewLevel
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ParmsChangeLevel, //pfnParmsChangeLevel
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GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game.
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PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player.
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SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server
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SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server
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SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t)
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Sys_Error, //pfnSys_Error Called when engine has encountered an error
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PM_Move, //pfnPM_Move
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PM_Init, //pfnPM_Init Server version of player movement initialization
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PM_FindTextureType, //pfnPM_FindTextureType
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SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client
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UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client
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AddToFullPack, //pfnAddToFullPack
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CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too.
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RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding
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GetWeaponData, //pfnGetWeaponData
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CmdStart, //pfnCmdStart
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CmdEnd, //pfnCmdEnd
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ConnectionlessPacket, //pfnConnectionlessPacket
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GetHullBounds, //pfnGetHullBounds
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CreateInstancedBaselines, //pfnCreateInstancedBaselines
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InconsistentFile, //pfnInconsistentFile
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AllowLagCompensation, //pfnAllowLagCompensation
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};
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static void SetObjectCollisionBox( entvars_t *pev );
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extern "C" {
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int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion )
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{
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if ( !pFunctionTable || interfaceVersion != INTERFACE_VERSION )
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{
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return FALSE;
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}
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memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
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return TRUE;
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}
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int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion )
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{
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if ( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION )
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{
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// Tell engine what version we had, so it can figure out who is out of date.
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*interfaceVersion = INTERFACE_VERSION;
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return FALSE;
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}
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memcpy( pFunctionTable, &gFunctionTable, sizeof( DLL_FUNCTIONS ) );
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return TRUE;
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}
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}
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int DispatchSpawn( edict_t *pent )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if (pEntity)
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{
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// Initialize these or entities who don't link to the world won't have anything in here
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pEntity->pev->absmin = pEntity->pev->origin - Vector(1,1,1);
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pEntity->pev->absmax = pEntity->pev->origin + Vector(1,1,1);
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pEntity->Spawn();
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// Try to get the pointer again, in case the spawn function deleted the entity.
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// UNDONE: Spawn() should really return a code to ask that the entity be deleted, but
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// that would touch too much code for me to do that right now.
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pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if ( pEntity )
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{
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if ( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) )
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return -1; // return that this entity should be deleted
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if ( pEntity->pev->flags & FL_KILLME )
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return -1;
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}
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// Handle global stuff here
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if ( pEntity && pEntity->pev->globalname )
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{
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const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
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if ( pGlobal )
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{
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// Already dead? delete
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if ( pGlobal->state == GLOBAL_DEAD )
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return -1;
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else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
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pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
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// In this level & not dead, continue on as normal
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}
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else
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{
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// Spawned entities default to 'On'
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gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
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// ALERT( at_console, "Added global entity %s (%s)\n", STRING(pEntity->pev->classname), STRING(pEntity->pev->globalname) );
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}
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}
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}
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return 0;
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}
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void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd )
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{
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if ( !pkvd || !pentKeyvalue )
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return;
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EntvarsKeyvalue( VARS(pentKeyvalue), pkvd );
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// If the key was an entity variable, or there's no class set yet, don't look for the object, it may
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// not exist yet.
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if ( pkvd->fHandled || pkvd->szClassName == NULL )
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return;
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// Get the actualy entity object
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentKeyvalue);
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if ( !pEntity )
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return;
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pEntity->KeyValue( pkvd );
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}
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// HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers)
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// while it builds the graph
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BOOL gTouchDisabled = FALSE;
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void DispatchTouch( edict_t *pentTouched, edict_t *pentOther )
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{
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if ( gTouchDisabled )
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return;
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentTouched);
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CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
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if ( pEntity && pOther && ! ((pEntity->pev->flags | pOther->pev->flags) & FL_KILLME) )
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pEntity->Touch( pOther );
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}
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void DispatchUse( edict_t *pentUsed, edict_t *pentOther )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pentUsed);
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CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE(pentOther);
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if (pEntity && !(pEntity->pev->flags & FL_KILLME) )
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pEntity->Use( pOther, pOther, USE_TOGGLE, 0 );
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}
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void DispatchThink( edict_t *pent )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if (pEntity)
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{
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if ( FBitSet( pEntity->pev->flags, FL_DORMANT ) )
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ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING(pEntity->pev->classname) );
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pEntity->Think();
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}
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}
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void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked );
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CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther );
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if (pEntity)
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pEntity->Blocked( pOther );
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}
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void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if ( pEntity && pSaveData )
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{
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ENTITYTABLE *pTable = &pSaveData->pTable[ pSaveData->currentIndex ];
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if ( pTable->pent != pent )
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ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" );
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if ( pEntity->ObjectCaps() & FCAP_DONT_SAVE )
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return;
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// These don't use ltime & nextthink as times really, but we'll fudge around it.
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if ( pEntity->pev->movetype == MOVETYPE_PUSH )
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{
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float delta = pEntity->pev->nextthink - pEntity->pev->ltime;
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pEntity->pev->ltime = gpGlobals->time;
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pEntity->pev->nextthink = pEntity->pev->ltime + delta;
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}
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pTable->location = pSaveData->size; // Remember entity position for file I/O
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pTable->classname = pEntity->pev->classname; // Remember entity class for respawn
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CSave saveHelper( pSaveData );
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pEntity->Save( saveHelper );
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pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block
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}
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}
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// Find the matching global entity. Spit out an error if the designer made entities of
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// different classes with the same global name
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CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname )
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{
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edict_t *pent = FIND_ENTITY_BY_STRING( NULL, "globalname", STRING(globalname) );
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CBaseEntity *pReturn = CBaseEntity::Instance( pent );
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if ( pReturn )
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{
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if ( !FClassnameIs( pReturn->pev, STRING(classname) ) )
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{
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ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING(globalname), STRING(pReturn->pev->classname) );
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pReturn = NULL;
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}
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}
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return pReturn;
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}
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int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if ( pEntity && pSaveData )
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{
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entvars_t tmpVars;
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Vector oldOffset;
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CRestore restoreHelper( pSaveData );
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if ( globalEntity )
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{
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CRestore tmpRestore( pSaveData );
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tmpRestore.PrecacheMode( 0 );
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tmpRestore.ReadEntVars( "ENTVARS", &tmpVars );
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// HACKHACK - reset the save pointers, we're going to restore for real this time
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pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location;
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pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size;
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// -------------------
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const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname );
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// Don't overlay any instance of the global that isn't the latest
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// pSaveData->szCurrentMapName is the level this entity is coming from
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// pGlobla->levelName is the last level the global entity was active in.
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// If they aren't the same, then this global update is out of date.
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if ( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) )
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return 0;
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// Compute the new global offset
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oldOffset = pSaveData->vecLandmarkOffset;
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CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname );
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if ( pNewEntity )
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{
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// ALERT( at_console, "Overlay %s with %s\n", STRING(pNewEntity->pev->classname), STRING(tmpVars.classname) );
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// Tell the restore code we're overlaying a global entity from another level
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restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields
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pSaveData->vecLandmarkOffset = (pSaveData->vecLandmarkOffset - pNewEntity->pev->mins) + tmpVars.mins;
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pEntity = pNewEntity;// we're going to restore this data OVER the old entity
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pent = ENT( pEntity->pev );
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// Update the global table to say that the global definition of this entity should come from this level
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gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname );
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}
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else
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{
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// This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below)
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// or call EntityUpdate() to move it to this level, we haven't changed global state at all.
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return 0;
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}
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}
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if ( pEntity->ObjectCaps() & FCAP_MUST_SPAWN )
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{
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pEntity->Restore( restoreHelper );
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pEntity->Spawn();
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}
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else
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{
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pEntity->Restore( restoreHelper );
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pEntity->Precache( );
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}
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// Again, could be deleted, get the pointer again.
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pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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#if 0
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if ( pEntity && pEntity->pev->globalname && globalEntity )
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{
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ALERT( at_console, "Global %s is %s\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->model) );
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}
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#endif
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// Is this an overriding global entity (coming over the transition), or one restoring in a level
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if ( globalEntity )
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{
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// 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) );
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pSaveData->vecLandmarkOffset = oldOffset;
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if ( pEntity )
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{
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UTIL_SetOrigin( pEntity->pev, pEntity->pev->origin );
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pEntity->OverrideReset();
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}
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}
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else if ( pEntity && pEntity->pev->globalname )
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{
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const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname );
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if ( pGlobal )
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{
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// Already dead? delete
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if ( pGlobal->state == GLOBAL_DEAD )
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return -1;
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else if ( !FStrEq( STRING(gpGlobals->mapname), pGlobal->levelName ) )
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{
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pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive
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}
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// In this level & not dead, continue on as normal
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}
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else
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{
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ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING(pEntity->pev->globalname), STRING(pEntity->pev->classname) );
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// Spawned entities default to 'On'
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gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON );
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}
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}
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}
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return 0;
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}
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void DispatchObjectCollsionBox( edict_t *pent )
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{
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CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE(pent);
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if (pEntity)
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{
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pEntity->SetObjectCollisionBox();
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}
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else
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SetObjectCollisionBox( &pent->v );
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}
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void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
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{
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CSave saveHelper( pSaveData );
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saveHelper.WriteFields( pname, pBaseData, pFields, fieldCount );
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}
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void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount )
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{
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CRestore restoreHelper( pSaveData );
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restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount );
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}
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edict_t * EHANDLE::Get( void )
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{
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if (m_pent)
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{
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if (m_pent->serialnumber == m_serialnumber)
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return m_pent;
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else
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return NULL;
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}
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return NULL;
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};
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edict_t * EHANDLE::Set( edict_t *pent )
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{
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m_pent = pent;
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if (pent)
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m_serialnumber = m_pent->serialnumber;
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return pent;
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};
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EHANDLE :: operator CBaseEntity *()
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{
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return (CBaseEntity *)GET_PRIVATE( Get( ) );
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};
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CBaseEntity * EHANDLE :: operator = (CBaseEntity *pEntity)
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{
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if (pEntity)
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{
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m_pent = ENT( pEntity->pev );
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if (m_pent)
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m_serialnumber = m_pent->serialnumber;
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}
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else
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{
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m_pent = NULL;
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m_serialnumber = 0;
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}
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return pEntity;
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}
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EHANDLE :: operator int ()
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{
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return Get() != NULL;
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}
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CBaseEntity * EHANDLE :: operator -> ()
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{
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return (CBaseEntity *)GET_PRIVATE( Get( ) );
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}
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// give health
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int CBaseEntity :: TakeHealth( float flHealth, int bitsDamageType )
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{
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if (!pev->takedamage)
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return 0;
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|
// 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);
|
|
}
|
|
}
|