GS-Entbase: Expose Base* class headers at the global scope.
This commit is contained in:
parent
88f490a1c5
commit
e803ddbceb
11 changed files with 327 additions and 256 deletions
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@ -50,12 +50,14 @@ void env_sprite::ReadEntity(float flChanged)
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framerate = readfloat();
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scale = readfloat();
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#ifdef GS_RENDERFX
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m_iRenderFX = readbyte();
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m_iRenderMode = readbyte();
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m_vecRenderColor[0] = readfloat();
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m_vecRenderColor[1] = readfloat();
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m_vecRenderColor[2] = readfloat();
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m_flRenderAmt = readfloat();
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#endif
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drawmask = MASK_ENGINE;
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nextthink = time + (1 / framerate);
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@ -84,12 +86,16 @@ void EnvSprite_ParseEvent(void)
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spr.modelindex = readfloat();
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spr.framerate = readfloat();
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spr.scale = readfloat();
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#ifdef GS_RENDERFX
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spr.m_iRenderFX = readbyte();
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spr.m_iRenderMode = readbyte();
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spr.m_vecRenderColor[0] = readfloat();
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spr.m_vecRenderColor[1] = readfloat();
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spr.m_vecRenderColor[2] = readfloat();
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spr.m_flRenderAmt = readfloat();
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#endif
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spr.drawmask = MASK_ENGINE;
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spr.nextthink = time + (1 / spr.framerate);
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spr.maxframe = modelframecount(spr.modelindex);
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@ -14,134 +14,6 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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typedef struct
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{
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vector m_vecDest;
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int m_iFlags;
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} nodeslist_t;
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/* movement states */
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enum
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{
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MONSTER_IDLE,
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MONSTER_FOLLOWING,
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MONSTER_CHASING,
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MONSTER_AIMING,
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MONSTER_DEAD,
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MONSTER_GIBBED
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};
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/* scripted sequence states */
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enum
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{
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SEQUENCESTATE_NONE,
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SEQUENCESTATE_IDLE,
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SEQUENCESTATE_ACTIVE,
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SEQUENCESTATE_ENDING
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};
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/* monster flags */
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enumflags
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{
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MSF_WAITTILLSEEN,
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MSF_GAG,
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MSF_MONSTERCLIP,
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MSF_RESERVED1,
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MSF_PRISONER,
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MSF_RESERVED2,
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MSF_RESERVED3,
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MSF_WAITFORSCRIPT,
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MSF_PREDISASTER,
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MSF_FADECORPSE,
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MSF_MULTIPLAYER
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};
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/* alliance state */
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enum
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{
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MAL_FRIEND, /* friendly towards the player */
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MAL_ENEMY, /* unfriendly towards the player */
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MAL_ALIEN, /* unfriendly towards anyone but themselves */
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MAL_ROGUE /* no allies, not even amongst themselves */
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};
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.int m_iAlliance;
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class CBaseMonster:CBaseEntity
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{
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vector oldnet_velocity;
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float m_flPitch;
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int m_iFlags;
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vector base_mins;
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vector base_maxs;
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int base_health;
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/* sequences */
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string m_strRouteEnded;
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int m_iSequenceRemove;
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int m_iSequenceState;
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float m_flSequenceEnd;
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float m_flSequenceSpeed;
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vector m_vecSequenceAngle;
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vector m_vecTurnAngle;
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/* model events */
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float m_flBaseTime;
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/* attack/alliance system */
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entity m_eEnemy;
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float m_flFOV;
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float m_flAttackThink;
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int m_iMState;
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vector m_vecLKPos; /* last-known pos */
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/* pathfinding */
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int m_iNodes;
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int m_iCurNode;
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nodeslist_t *m_pRoute;
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vector m_vecLastNode;
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void(void) CBaseMonster;
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virtual void(void) touch;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Physics;
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virtual void(void) IdleNoise;
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virtual void(void) Gib;
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virtual void(string) Sound;
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virtual void(float, int, string) ModelEvent;
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/* see/hear subsystem */
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float m_flSeeTime;
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virtual void(void) SeeThink;
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virtual float(void) SeeFOV;
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/* attack system */
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virtual void(void) AttackDraw;
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virtual void(void) AttackHolster;
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virtual void(void) AttackThink;
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virtual int(void) AttackMelee;
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virtual int(void) AttackRanged;
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/* sequences */
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virtual void(void) FreeState;
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virtual void(void) FreeStateMoved;
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virtual void(void) ClearRoute;
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virtual void(void) CheckRoute;
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virtual void(void) WalkRoute;
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virtual void(vector) NewRoute;
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/* animation cycles */
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float m_flAnimTime;
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virtual int(void) AnimIdle;
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virtual int(void) AnimWalk;
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virtual int(void) AnimRun;
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virtual void(float) AnimPlay;
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};
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int
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CBaseMonster::AnimIdle(void)
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{
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143
src/gs-entbase/server/basemonster.h
Normal file
143
src/gs-entbase/server/basemonster.h
Normal file
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@ -0,0 +1,143 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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typedef struct
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{
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vector m_vecDest;
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int m_iFlags;
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} nodeslist_t;
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/* movement states */
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enum
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{
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MONSTER_IDLE,
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MONSTER_FOLLOWING,
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MONSTER_CHASING,
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MONSTER_AIMING,
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MONSTER_DEAD,
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MONSTER_GIBBED
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};
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/* scripted sequence states */
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enum
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{
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SEQUENCESTATE_NONE,
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SEQUENCESTATE_IDLE,
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SEQUENCESTATE_ACTIVE,
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SEQUENCESTATE_ENDING
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};
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/* monster flags */
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enumflags
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{
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MSF_WAITTILLSEEN,
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MSF_GAG,
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MSF_MONSTERCLIP,
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MSF_RESERVED1,
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MSF_PRISONER,
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MSF_RESERVED2,
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MSF_RESERVED3,
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MSF_WAITFORSCRIPT,
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MSF_PREDISASTER,
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MSF_FADECORPSE,
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MSF_MULTIPLAYER
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};
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/* alliance state */
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enum
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{
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MAL_FRIEND, /* friendly towards the player */
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MAL_ENEMY, /* unfriendly towards the player */
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MAL_ALIEN, /* unfriendly towards anyone but themselves */
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MAL_ROGUE /* no allies, not even amongst themselves */
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};
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.int m_iAlliance;
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class CBaseMonster:CBaseEntity
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{
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vector oldnet_velocity;
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float m_flPitch;
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int m_iFlags;
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vector base_mins;
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vector base_maxs;
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int base_health;
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/* sequences */
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string m_strRouteEnded;
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int m_iSequenceRemove;
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int m_iSequenceState;
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float m_flSequenceEnd;
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float m_flSequenceSpeed;
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vector m_vecSequenceAngle;
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vector m_vecTurnAngle;
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/* model events */
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float m_flBaseTime;
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/* attack/alliance system */
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entity m_eEnemy;
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float m_flFOV;
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float m_flAttackThink;
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int m_iMState;
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vector m_vecLKPos; /* last-known pos */
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/* pathfinding */
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int m_iNodes;
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int m_iCurNode;
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nodeslist_t *m_pRoute;
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vector m_vecLastNode;
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void(void) CBaseMonster;
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virtual void(void) touch;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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virtual void(void) PlayerUse;
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virtual void(void) Pain;
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virtual void(void) Death;
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virtual void(void) Physics;
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virtual void(void) IdleNoise;
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virtual void(void) Gib;
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virtual void(string) Sound;
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virtual void(float, int, string) ModelEvent;
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/* see/hear subsystem */
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float m_flSeeTime;
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virtual void(void) SeeThink;
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virtual float(void) SeeFOV;
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/* attack system */
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virtual void(void) AttackDraw;
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virtual void(void) AttackHolster;
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virtual void(void) AttackThink;
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virtual int(void) AttackMelee;
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virtual int(void) AttackRanged;
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/* sequences */
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virtual void(void) FreeState;
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virtual void(void) FreeStateMoved;
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virtual void(void) ClearRoute;
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virtual void(void) CheckRoute;
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virtual void(void) WalkRoute;
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virtual void(vector) NewRoute;
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/* animation cycles */
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float m_flAnimTime;
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virtual int(void) AnimIdle;
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virtual int(void) AnimWalk;
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virtual int(void) AnimRun;
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virtual void(float) AnimPlay;
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};
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@ -14,90 +14,6 @@
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* NPCs are more advanced than regular monsters in that they express emotions
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* and are able to interact more with the environment */
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#define PLAYER_DETECT_RADIUS 512
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enumflags
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{
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MONSTER_USED,
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MONSTER_FEAR,
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MONSTER_METPLAYER,
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MONSTER_FALLING,
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MONSTER_CANFOLLOW
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};
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class CBaseNPC:CBaseMonster
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{
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/* our NPCs can have a unique pitch to their voice */
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float m_flPitch;
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float m_flNextSentence;
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int m_iFlags;
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entity m_eFollowing;
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entity m_eFollowingChain;
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vector m_vecLastUserPos;
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float m_flChangePath;
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float m_flTraceTime;
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/* sentences identifiers */
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string m_talkAnswer; /* random answer to whenever a question is asked */
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string m_talkAsk; /* asks a random generic question */
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string m_talkAllyShot; /* asks to not shoot an ally further */
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string m_talkGreet; /* greet other NPCs */
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string m_talkIdle; /* idle chatter */
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string m_talkHearing; /* what did we just hear? */
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string m_talkSmelling; /* is something smelling bad? */
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string m_talkStare; /* when NPC is being stared at */
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string m_talkSurvived; /* we're near death */
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string m_talkWounded; /* we've sustained light wounds */
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/* things that NPCs will only say to the player */
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string m_talkPlayerAsk; /* ask player some question */
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string m_talkPlayerGreet; /* say hello to the player */
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string m_talkPlayerIdle; /* idle chatter with the player */
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string m_talkPlayerWounded1; /* slightly wounded player comment */
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string m_talkPlayerWounded2; /* a bit worse */
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string m_talkPlayerWounded3; /* yup, got thus far */
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string m_talkUnfollow; /* when the player asks us to stop following */
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string m_talkFollow; /* whenever player asks the NPC to follow */
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string m_talkStopFollow; /* we have to stop following */
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void(void) CBaseNPC;
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virtual void(string) Speak;
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virtual void(string) Sentence;
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virtual void(void) WarnAllies;
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virtual void(void) FollowPlayer;
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virtual void(void) FollowChain;
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virtual void(void) Physics;
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virtual void(void) PlayerUse;
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virtual void(void) PanicFrame;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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/*virtual void(void) TalkAnswer;
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virtual void(void) TalkAsk;
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virtual void(void) TalkAllyShot;
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virtual void(void) TalkGreet;
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virtual void(void) TalkIdle;
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virtual void(void) TalkHearing;
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virtual void(void) TalkSmelling;
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virtual void(void) TalkStare;
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virtual void(void) TalkSurvived;
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virtual void(void) TalkWounded;*/
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virtual void(void) TalkPlayerAsk;
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virtual void(void) TalkPlayerGreet;
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virtual void(void) TalkPlayerIdle;
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virtual void(void) TalkPlayerWounded1;
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virtual void(void) TalkPlayerWounded2;
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virtual void(void) TalkPlayerWounded3;
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virtual void(void) TalkUnfollow;
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virtual void(void) TalkFollow;
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virtual void(void) TalkStopFollow;
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virtual void(string, string) SpawnKey;
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};
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void
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CBaseNPC::WarnAllies(void)
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{
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99
src/gs-entbase/server/basenpc.h
Normal file
99
src/gs-entbase/server/basenpc.h
Normal file
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@ -0,0 +1,99 @@
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/*
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* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
|
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* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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/* NPCs are more advanced than regular monsters in that they express emotions
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* and are able to interact more with the environment */
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#define PLAYER_DETECT_RADIUS 512
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enumflags
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{
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MONSTER_USED,
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MONSTER_FEAR,
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MONSTER_METPLAYER,
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MONSTER_FALLING,
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MONSTER_CANFOLLOW
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};
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class CBaseNPC:CBaseMonster
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{
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/* our NPCs can have a unique pitch to their voice */
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float m_flPitch;
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float m_flNextSentence;
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int m_iFlags;
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entity m_eFollowing;
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entity m_eFollowingChain;
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vector m_vecLastUserPos;
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float m_flChangePath;
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float m_flTraceTime;
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/* sentences identifiers */
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string m_talkAnswer; /* random answer to whenever a question is asked */
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string m_talkAsk; /* asks a random generic question */
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string m_talkAllyShot; /* asks to not shoot an ally further */
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string m_talkGreet; /* greet other NPCs */
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string m_talkIdle; /* idle chatter */
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string m_talkHearing; /* what did we just hear? */
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string m_talkSmelling; /* is something smelling bad? */
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string m_talkStare; /* when NPC is being stared at */
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string m_talkSurvived; /* we're near death */
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string m_talkWounded; /* we've sustained light wounds */
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/* things that NPCs will only say to the player */
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string m_talkPlayerAsk; /* ask player some question */
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string m_talkPlayerGreet; /* say hello to the player */
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string m_talkPlayerIdle; /* idle chatter with the player */
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string m_talkPlayerWounded1; /* slightly wounded player comment */
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string m_talkPlayerWounded2; /* a bit worse */
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string m_talkPlayerWounded3; /* yup, got thus far */
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string m_talkUnfollow; /* when the player asks us to stop following */
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string m_talkFollow; /* whenever player asks the NPC to follow */
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string m_talkStopFollow; /* we have to stop following */
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void(void) CBaseNPC;
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virtual void(string) Speak;
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virtual void(string) Sentence;
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virtual void(void) WarnAllies;
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virtual void(void) FollowPlayer;
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virtual void(void) FollowChain;
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virtual void(void) Physics;
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virtual void(void) PlayerUse;
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virtual void(void) PanicFrame;
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virtual void(void) Hide;
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virtual void(void) Respawn;
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/*virtual void(void) TalkAnswer;
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virtual void(void) TalkAsk;
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virtual void(void) TalkAllyShot;
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virtual void(void) TalkGreet;
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virtual void(void) TalkIdle;
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virtual void(void) TalkHearing;
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virtual void(void) TalkSmelling;
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virtual void(void) TalkStare;
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virtual void(void) TalkSurvived;
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virtual void(void) TalkWounded;*/
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virtual void(void) TalkPlayerAsk;
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virtual void(void) TalkPlayerGreet;
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virtual void(void) TalkPlayerIdle;
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virtual void(void) TalkPlayerWounded1;
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||||
virtual void(void) TalkPlayerWounded2;
|
||||
virtual void(void) TalkPlayerWounded3;
|
||||
virtual void(void) TalkUnfollow;
|
||||
virtual void(void) TalkFollow;
|
||||
virtual void(void) TalkStopFollow;
|
||||
virtual void(string, string) SpawnKey;
|
||||
};
|
|
@ -14,27 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/* inspired by https://developer.valvesoftware.com/wiki/Inputs_and_Outputs
|
||||
a lot of the action also happens in CBaseTrigger.
|
||||
*/
|
||||
|
||||
/* modern trigger architecture */
|
||||
class CBaseOutput:CBaseEntity
|
||||
{
|
||||
entity m_eActivator;
|
||||
string m_strTarget;
|
||||
string m_strInput;
|
||||
string m_strData;
|
||||
float m_flDelay;
|
||||
int m_iCount;
|
||||
int m_iOldCount;
|
||||
|
||||
void(void) CBaseOutput;
|
||||
virtual void(void) TriggerOutput;
|
||||
virtual void(void) SpawnInit;
|
||||
virtual void(void) Respawn;
|
||||
};
|
||||
|
||||
void
|
||||
CBaseOutput::TriggerOutput(void)
|
||||
{
|
||||
|
|
36
src/gs-entbase/server/baseoutput.h
Normal file
36
src/gs-entbase/server/baseoutput.h
Normal file
|
@ -0,0 +1,36 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
/* inspired by https://developer.valvesoftware.com/wiki/Inputs_and_Outputs
|
||||
a lot of the action also happens in CBaseTrigger.
|
||||
*/
|
||||
|
||||
/* modern trigger architecture */
|
||||
class CBaseOutput:CBaseEntity
|
||||
{
|
||||
entity m_eActivator;
|
||||
string m_strTarget;
|
||||
string m_strInput;
|
||||
string m_strData;
|
||||
float m_flDelay;
|
||||
int m_iCount;
|
||||
int m_iOldCount;
|
||||
|
||||
void(void) CBaseOutput;
|
||||
virtual void(void) TriggerOutput;
|
||||
virtual void(void) SpawnInit;
|
||||
virtual void(void) Respawn;
|
||||
};
|
|
@ -14,29 +14,6 @@
|
|||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
enum
|
||||
{
|
||||
PHYSM_BOX,
|
||||
PHYSM_SPHERE,
|
||||
PHYSM_CAPSULE,
|
||||
PHYSM_TRIMESH,
|
||||
PHYSM_CYLINDER
|
||||
};
|
||||
|
||||
class CBasePhysics:CBaseEntity
|
||||
{
|
||||
int m_iShape;
|
||||
int m_iMaterial;
|
||||
float m_flMass;
|
||||
|
||||
void(void) CBasePhysics;
|
||||
virtual void(void) Respawn;
|
||||
virtual void(void) touch;
|
||||
virtual void(void) TouchThink;
|
||||
virtual void(void) Pain;
|
||||
virtual void(string, string) SpawnKey;
|
||||
};
|
||||
|
||||
void
|
||||
CBasePhysics::TouchThink(void)
|
||||
{
|
||||
|
|
38
src/gs-entbase/server/basephysics.h
Normal file
38
src/gs-entbase/server/basephysics.h
Normal file
|
@ -0,0 +1,38 @@
|
|||
/*
|
||||
* Copyright (c) 2016-2020 Marco Hladik <marco@icculus.org>
|
||||
*
|
||||
* Permission to use, copy, modify, and distribute this software for any
|
||||
* purpose with or without fee is hereby granted, provided that the above
|
||||
* copyright notice and this permission notice appear in all copies.
|
||||
*
|
||||
* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
|
||||
* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
|
||||
* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
|
||||
* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
|
||||
* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
|
||||
* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
|
||||
* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
|
||||
*/
|
||||
|
||||
enum
|
||||
{
|
||||
PHYSM_BOX,
|
||||
PHYSM_SPHERE,
|
||||
PHYSM_CAPSULE,
|
||||
PHYSM_TRIMESH,
|
||||
PHYSM_CYLINDER
|
||||
};
|
||||
|
||||
class CBasePhysics:CBaseEntity
|
||||
{
|
||||
int m_iShape;
|
||||
int m_iMaterial;
|
||||
float m_flMass;
|
||||
|
||||
void(void) CBasePhysics;
|
||||
virtual void(void) Respawn;
|
||||
virtual void(void) touch;
|
||||
virtual void(void) TouchThink;
|
||||
virtual void(void) Pain;
|
||||
virtual void(string, string) SpawnKey;
|
||||
};
|
|
@ -16,6 +16,10 @@
|
|||
|
||||
#include "baseentity.h"
|
||||
#include "basetrigger.h"
|
||||
#include "basemonster.h"
|
||||
#include "basenpc.h"
|
||||
#include "baseoutput.h"
|
||||
#include "basephysics.h"
|
||||
|
||||
void FX_Spark(vector, vector);
|
||||
void FX_BreakModel(int, vector, vector, vector, float);
|
||||
|
|
|
@ -213,6 +213,7 @@ monstermaker::SpawnKey(string strKey, string strValue)
|
|||
case "netname":
|
||||
m_strChildName = strValue;
|
||||
netname = __NULL__;
|
||||
break;
|
||||
default:
|
||||
CBaseTrigger::SpawnKey(strKey, strValue);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue