mirror of
https://github.com/ENSL/NS.git
synced 2024-11-26 22:40:58 +00:00
90ebbdda23
- add network rate presets - add cl_intensityalt for alternative gamma ramp in env_gamma map entities - separate welder flickering dynamic light setting - crosshair updates
685 lines
No EOL
14 KiB
C++
685 lines
No EOL
14 KiB
C++
//======== (C) Copyright 2001 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHEntities.h$
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// $Date: 2002/11/12 02:23:22 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHEntities.h,v $
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// Revision 1.32 2002/11/12 02:23:22 Flayra
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// - Removed ancient egg
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//
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// Revision 1.31 2002/10/03 18:42:31 Flayra
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// - func_resources now are destroyed if a resource tower is destroyed
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//
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// Revision 1.30 2002/09/23 22:12:36 Flayra
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// - Resource towers give 3 points to team in general
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//
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// Revision 1.29 2002/07/23 17:01:33 Flayra
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// - Updated resource model, removed old junk
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//
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// Revision 1.28 2002/07/10 14:40:04 Flayra
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// - Fixed bug where .mp3s weren't being processed client-side
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//
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// Revision 1.27 2002/07/08 16:55:35 Flayra
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// - Added max ensnare, can't remember why I'm tagging team starts, changed resources functions to floats (for proper handicapping)
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//
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// Revision 1.26 2002/06/25 17:54:20 Flayra
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// - New info_location entity, make resource tower sounds very quiet
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//
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// Revision 1.25 2002/05/28 17:37:01 Flayra
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// - Track number of web strands to enforce limit, reworking of webs in general, removed duplicate code for AvHResourceTower
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//
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// Revision 1.24 2002/05/23 02:33:42 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVH_ENTITIES_H
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#define AVH_ENTITIES_H
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#include "../util/nowarnings.h"
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#include "../dlls/extdll.h"
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#include "../dlls/util.h"
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#include "../dlls/cbase.h"
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#include "AvHConstants.h"
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#include "../dlls/func_break.h"
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#include "AvHSpecials.h"
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#include "../dlls/cbasedoor.h"
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#include "../dlls/effects.h"
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#include "AvHMapExtents.h"
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#include "AvHBuildable.h"
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#include "AvHPlayer.h"
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#include "AvHBaseBuildable.h"
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#include "AvHBaseInfoLocation.h"
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#include "AvHCommandConstants.h"
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void ExplodeEntity(CBaseEntity* inEntity, Materials inMaterial);
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class AvHBaseEntity : public CBaseEntity
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{
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public:
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AvHBaseEntity();
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AvHTeamNumber GetTeamNumber() const;
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void EXPORT FallThink(void);
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void NotifyUpgrade(AvHUpgradeMask inUpgradeMask);
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private:
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//AvHTeamNumber mTeam;
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};
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class AvHClientCommandEntity : public AvHBaseEntity
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{
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public:
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AvHClientCommandEntity();
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void EXPORT ClientCommandTouch( CBaseEntity *pOther );
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//virtual void KeyValue( KeyValueData* pkvd );
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virtual const char* GetClientCommand() = 0;
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virtual void Spawn(void);
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private:
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};
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class AvHJoinTeamEntity : public AvHClientCommandEntity
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{
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public:
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virtual const char* GetClientCommand();
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};
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class AvHSpectateEntity : public AvHClientCommandEntity
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{
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public:
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virtual const char* GetClientCommand()
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{ return kcSpectate; }
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};
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//class AvHLeaveGameEntity : public AvHClientCommandEntity
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//{
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//public:
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// virtual const char* GetClientCommand()
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// { return kcReadyRoom; }
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//
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//};
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class AvHTeamStartEntity : public AvHBaseEntity
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{
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public:
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Spawn(void);
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};
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class AvHAutoAssignEntity : public AvHClientCommandEntity
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{
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public:
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virtual const char* GetClientCommand()
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{ return kcAutoAssign; }
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};
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//
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//class AvHBuildableAnimating : public CBaseAnimating
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//{
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//public:
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// void EXPORT BuildUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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//
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// virtual int GetMinHitPoints() const;
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//
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// virtual int GetMaxHitPoints() const;
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//
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// virtual bool GetIsBuilt() const;
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//
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// virtual void SetIsBuilt();
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//
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// virtual float GetNormalizedBuildPercentage() const;
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//
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// virtual void SetNormalizedBuildPercentage(float inPercentage);
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//
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// virtual void Spawn(void);
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//
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//private:
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// float mTimeLastUsed;
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//
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//};
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// Build site entities
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//class AvHResource : public AvHBaseEntity
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//class AvHResource : public AvHBaseBuildable //CBaseAnimating
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//{
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//public:
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// AvHResource(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inHealth, AvHSelectableUser4 inUser4);
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//
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// int BloodColor( void );
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// virtual float GetBuildRange(void) const;
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// virtual bool GetIsActive(void) const;
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//
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// virtual void Killed( entvars_t *pevAttacker, int iGib );
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// virtual int ObjectCaps(void);
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// virtual void Precache(void);
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//
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// virtual float GetTimeLastContributed();
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// virtual void SetTimeLastContributed(float inTime);
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//
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// void EXPORT ResourceThink(void);
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// void EXPORT ResourceTouch( CBaseEntity *pOther );
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// //void EXPORT ResourceUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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//
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// virtual void SetConstructionComplete();
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// virtual void Spawn(void);
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// virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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//
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//private:
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// //void LoopSound(void) const;
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// //void PlayBuildSound(void);
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// //void StopBuildSound(void);
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//
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// const float mThinkInterval;
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// bool mBuildSoundPlaying;
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// int mBuildRange;
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// int mResourceRating;
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// bool mHasResource;
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// bool mStartAlreadyBuilt;
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// int mValidTeams;
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// float mTimeLastContributed;
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//};
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class AvHSeeThrough : public CBaseEntity
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{
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public:
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AvHSeeThrough();
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Spawn();
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private:
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int mCommanderAlpha;
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int mPlayerAlpha;
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};
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class AvHSeeThroughDoor : public CBaseDoor
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{
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public:
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AvHSeeThroughDoor();
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Spawn();
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private:
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int mCommanderAlpha;
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int mPlayerAlpha;
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};
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class AvHNoBuild : public AvHBaseEntity
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{
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public:
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AvHNoBuild();
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Spawn();
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private:
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};
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class AvHMP3Audio : public AvHBaseEntity
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{
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public:
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AvHMP3Audio();
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int GetFadeDistance() const;
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Precache();
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virtual void Spawn();
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void EXPORT SpecialSoundUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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static void ClearSoundNameList();
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static const StringList& GetSoundNameList();
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private:
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static StringList sSoundList;
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string mSoundName;
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int mSoundVolume;
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int mFadeDistance;
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bool mUseState;
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bool mLooping;
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};
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class AvHMapInfo : public AvHBaseEntity
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{
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public:
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AvHMapInfo();
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const AvHMapExtents& GetMapExtents() const;
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Spawn();
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private:
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AvHMapExtents mMapExtents;
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};
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class AvHGameplay : public AvHBaseEntity
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{
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public:
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AvHGameplay();
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int GetInitialHives() const;
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int GetInitialAlienPoints() const;
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int GetInitialMarinePoints() const;
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int GetAlienRespawnCost() const;
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int GetAlienRespawnTime() const;
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int GetTowerInjectionTime() const;
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int GetTowerInjectionAmount() const;
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int GetMarineRespawnCost() const;
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AvHClassType GetTeamAType() const;
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AvHClassType GetTeamBType() const;
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virtual void KeyValue( KeyValueData* pkvd );
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virtual void Reset();
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virtual void Spawn();
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private:
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AvHClassType mTeamAType;
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AvHClassType mTeamBType;
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int mInitialHives;
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//int mInitialAlienPoints;
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//int mInitialMarinePoints;
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//int mAlienRespawnCost;
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//int mAlienRespawnTime;
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//int mMarineResourceInjectionTime;
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//int mMarineResourceInjectionAmount;
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};
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class AvHGamma : public AvHBaseEntity
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{
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public:
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AvHGamma();
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virtual void KeyValue( KeyValueData* pkvd );
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virtual float GetGamma() const;
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virtual float GetGammaAlt() const;
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virtual void Spawn();
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private:
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float mGammaScalar;
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float mGammaScalarAlt;
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};
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//class AvHCommandStation : public AvHBaseEntity
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//{
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//public:
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// void EXPORT CommandTouch( CBaseEntity *pOther );
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//
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// void EXPORT CommandUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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//
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// virtual int ObjectCaps(void);
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//
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// virtual void Precache(void);
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//
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// virtual void ResetEntity();
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//
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// virtual void SetInactive();
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//
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// virtual void Spawn(void);
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//
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// virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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//
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//
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//private:
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// void EXPORT CommanderUsingThink(void);
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//};
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//
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class TriggerPresence : public CBaseEntity
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{
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public:
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TriggerPresence();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void Precache(void);
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virtual void Spawn(void);
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void EXPORT TriggerThink();
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void EXPORT TriggerTouch(CBaseEntity *pOther);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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private:
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void SetPresence(bool inPresence);
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// Settings
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string mMaster;
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string mTargetEnter;
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string mTargetLeave;
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string mMomentaryTarget;
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bool mPlayersDontActivate;
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bool mMonstersDontActivate;
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bool mPushablesDontActivate;
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bool mTeamAOnly;
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bool mTeamBOnly;
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float mTimeBeforeLeave;
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float mMomentaryOpenTime;
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float mMomentaryCloseTime;
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// Run-time
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bool mEnabled;
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bool mPresence;
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float mTimeOfLastTouch;
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float mMomentaryValue;
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};
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class AvHTriggerRandom : public AvHBaseEntity
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{
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public:
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AvHTriggerRandom();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void ResetEntity();
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virtual void Spawn(void);
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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private:
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void SetNextTrigger();
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void EXPORT TriggerTargetThink(void);
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// "template" variables (don't change with each game)
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float mMaxFireTime;
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float mMinFireTime;
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int mWaitBeforeReset;
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bool mStartOn;
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bool mToggle;
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bool mRemoveOnFire;
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StringList mTargetList;
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string mBalancedTarget;
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// State variables (change with each game)
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bool mFiredAtLeastOnce;
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bool mToggleableAndOn;
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float mTimeOfLastActivation;
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float mTimeOfLastTrigger;
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};
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class AvHTriggerScript : public AvHBaseEntity
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{
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public:
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AvHTriggerScript();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void ResetEntity();
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virtual void Spawn();
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virtual void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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private:
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void Trigger();
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bool mStartOn;
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bool mTriggered;
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string mScriptName;
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};
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//class AvHEgg : public CBaseAnimating
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//{
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//public:
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// AvHEgg();
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//
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// virtual void Hatch();
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//
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// virtual void Killed( entvars_t *pevAttacker, int iGib );
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//
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// virtual void Precache(void);
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//
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// virtual void Spawn();
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//
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// virtual void SpawnPlayer();
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//
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// virtual int TakeDamage( entvars_t* pevInflictor, entvars_t* pevAttacker, float flDamage, int bitsDamageType );
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//
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// void EXPORT EggThink(void);
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//
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//private:
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//};
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class AvHWebStrand : public CBeam
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{
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public:
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AvHWebStrand();
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void Break();
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual void Precache(void);
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void Setup(const Vector& inPointOne, const Vector& inPointTwo);
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virtual void Spawn(void);
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void EXPORT StrandTouch( CBaseEntity *pOther );
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void EXPORT StrandExpire();
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virtual int TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType );
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void EXPORT StrandThink();
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private:
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bool mSolid;
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float mHardenTime;
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};
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class AvHFuncResource : public CBaseAnimating
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{
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public:
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AvHFuncResource();
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bool GetIsActive() const;
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bool GetIsOccupied() const;
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int GetParticleSystemIndex() const;
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void EXPORT DrawUse(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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//int ObjectCaps(void);
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void Precache();
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virtual void ResetEntity();
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virtual void Spawn();
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virtual void TriggerOccupy();
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virtual void TriggerBuild();
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virtual void TriggerDestroy();
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private:
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void DeleteParticleSystem();
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void TurnOffParticleSystem();
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void TurnOnParticleSystem();
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void EXPORT FuncResourceThink();
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string mTargetOnBuild;
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string mTargetOnDestroy;
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bool mOccupied;
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bool mActive;
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int mParticleSystemIndex;
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float mLastTimeDrawnUpon;
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};
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class AvHFog : public CBaseEntity
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{
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public:
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AvHFog();
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virtual void KeyValue( KeyValueData* pkvd );
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void EXPORT FogTouch(CBaseEntity* inEntity);
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void GetFogColor(int& outRed, int& outGreen, int& outBlue) const;
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float GetFogEnd() const;
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float GetFogStart() const;
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virtual void Spawn();
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private:
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int mFogColor[3];
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float mFogStart;
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float mFogEnd;
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float mFogExpireTime;
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};
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class AvHResourceTower : public AvHBaseBuildable
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{
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public:
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AvHResourceTower();
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// For subclassing
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AvHResourceTower(AvHTechID inTechID, AvHMessageID inMessageID, char* inClassName, int inUser3 = AVH_USER3_NONE);
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void EXPORT ResourceTowerThink(void);
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virtual AvHFuncResource* GetHostResource() const;
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virtual int GetIdleAnimation() const;
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virtual bool GetIsActive() const;
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virtual int GetResourceEntityIndex() const;
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virtual int GetSequenceForBoundingBox() const;
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virtual int GetPointValue() const;
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virtual int GetTechLevel() const;
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virtual float GetTimeLastContributed();
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virtual void SetTimeLastContributed(float inTime);
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virtual void Killed(entvars_t *pevAttacker, int iGib);
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virtual void Precache(void);
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virtual void SetActivateTime(int inTime);
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virtual void SetHasBeenBuilt();
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virtual void Spawn();
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virtual void Upgrade();
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virtual char* GetClassName() const;
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//virtual char* GetHarvestSound() const;
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virtual char* GetDeploySound() const;
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virtual char* GetModelName() const;
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virtual char* GetActiveSoundList() const;
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private:
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void EXPORT ActivateThink();
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virtual int GetMaxHitPoints() const;
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float mTimeOfLastSound;
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//float mTimeOfNextActiveAnim;
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int mTechLevel;
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int mResourceEntityIndex;
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int mActivateTime;
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float mTimeLastContributed;
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bool mScannedForFuncResource;
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};
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class AvHInfoLocation : public CBaseEntity, public AvHBaseInfoLocation
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{
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public:
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void Spawn();
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virtual void UpdateOnRemove(void);
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};
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#endif |