Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#pragma once
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#if !defined(EFFECTS_H)
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#define EFFECTS_H
#define SF_BEAM_STARTON 0x0001
#define SF_BEAM_TOGGLE 0x0002
#define SF_BEAM_RANDOM 0x0004
#define SF_BEAM_RING 0x0008
#define SF_BEAM_SPARKSTART 0x0010
#define SF_BEAM_SPARKEND 0x0020
#define SF_BEAM_DECALS 0x0040
#define SF_BEAM_SHADEIN 0x0080
#define SF_BEAM_SHADEOUT 0x0100
#define SF_BEAM_TEMPORARY 0x8000
#define SF_SPRITE_STARTON 0x0001
#define SF_SPRITE_ONCE 0x0002
#define SF_SPRITE_TEMPORARY 0x8000
class CSprite : public CPointEntity
{
public:
void Spawn( void );
void Precache( void );
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int ObjectCaps( void )
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{
int flags = 0;
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if( pev->spawnflags & SF_SPRITE_TEMPORARY )
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flags = FCAP_DONT_SAVE;
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return ( CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags;
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}
void EXPORT AnimateThink( void );
void EXPORT ExpandThink( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void Animate( float frames );
void Expand( float scaleSpeed, float fadeSpeed );
void SpriteInit( const char *pSpriteName, const Vector &origin );
inline void SetAttachment( edict_t *pEntity, int attachment )
{
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if( pEntity )
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{
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pev->skin = ENTINDEX( pEntity );
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pev->body = attachment;
pev->aiment = pEntity;
pev->movetype = MOVETYPE_FOLLOW;
}
}
void TurnOff( void );
void TurnOn( void );
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inline float Frames( void )
{
return m_maxFrame;
}
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inline void SetTransparency( int rendermode, int r, int g, int b, int a, int fx )
{
pev->rendermode = rendermode;
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
pev->renderamt = a;
pev->renderfx = fx;
}
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inline void SetTexture( int spriteIndex )
{
pev->modelindex = spriteIndex;
}
inline void SetScale( float scale )
{
pev->scale = scale;
}
inline void SetColor( int r, int g, int b )
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
inline void SetBrightness( int brightness )
{
pev->renderamt = brightness;
}
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inline void AnimateAndDie( float framerate )
{
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SetThink( &CSprite::AnimateUntilDead );
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pev->framerate = framerate;
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pev->dmgtime = gpGlobals->time + ( m_maxFrame / framerate );
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pev->nextthink = gpGlobals->time;
}
void EXPORT AnimateUntilDead( void );
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virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
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static CSprite *SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate );
private:
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float m_lastTime;
float m_maxFrame;
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};
class CBeam : public CBaseEntity
{
public:
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void Spawn( void );
void Precache( void );
int ObjectCaps( void )
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{
int flags = 0;
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if( pev->spawnflags & SF_BEAM_TEMPORARY )
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flags = FCAP_DONT_SAVE;
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return ( CBaseEntity :: ObjectCaps() & ~FCAP_ACROSS_TRANSITION ) | flags;
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}
void EXPORT TriggerTouch( CBaseEntity *pOther );
// These functions are here to show the way beams are encoded as entities.
// Encoding beams as entities simplifies their management in the client/server architecture
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inline void SetType( int type )
{
pev->rendermode = ( pev->rendermode & 0xF0 ) | ( type & 0x0F );
}
inline void SetFlags( int flags )
{
pev->rendermode = ( pev->rendermode & 0x0F ) | ( flags & 0xF0 );
}
inline void SetStartPos( const Vector& pos )
{
pev->origin = pos;
}
inline void SetEndPos( const Vector& pos )
{
pev->angles = pos;
}
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void SetStartEntity( int entityIndex );
void SetEndEntity( int entityIndex );
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inline void SetStartAttachment( int attachment )
{
pev->sequence = ( pev->sequence & 0x0FFF ) | ( ( attachment & 0xF ) << 12 );
}
inline void SetEndAttachment( int attachment )
{
pev->skin = ( pev->skin & 0x0FFF ) | ( ( attachment & 0xF ) << 12 );
}
inline void SetTexture( int spriteIndex )
{
pev->modelindex = spriteIndex;
}
inline void SetWidth( int width )
{
pev->scale = width;
}
inline void SetNoise( int amplitude )
{
pev->body = amplitude;
}
inline void SetColor( int r, int g, int b )
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}
inline void SetBrightness( int brightness )
{
pev->renderamt = brightness;
}
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inline void SetFrame( float frame )
{
pev->frame = frame;
}
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inline void SetScrollRate( int speed )
{
pev->animtime = speed;
}
inline int GetType( void )
{
return pev->rendermode & 0x0F;
}
inline int GetFlags( void )
{
return pev->rendermode & 0xF0;
}
inline int GetStartEntity( void )
{
return pev->sequence & 0xFFF;
}
inline int GetEndEntity( void )
{
return pev->skin & 0xFFF;
}
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const Vector &GetStartPos( void );
const Vector &GetEndPos( void );
Vector Center( void ) { return (GetStartPos() + GetEndPos()) * 0.5; }; // center point of beam
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inline int GetTexture( void )
{
return pev->modelindex;
}
inline int GetWidth( void )
{
return (int)pev->scale;
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}
inline int GetNoise( void )
{
return pev->body;
}
/* inline void GetColor( int r, int g, int b )
{
pev->rendercolor.x = r;
pev->rendercolor.y = g;
pev->rendercolor.z = b;
}*/
inline int GetBrightness( void )
{
return (int)pev->renderamt;
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}
inline int GetFrame( void )
{
return (int)pev->frame;
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}
inline int GetScrollRate( void )
{
return (int)pev->animtime;
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}
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// Call after you change start/end positions
void RelinkBeam( void );
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//void SetObjectCollisionBox( void );
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void DoSparks( const Vector &start, const Vector &end );
CBaseEntity *RandomTargetname( const char *szName );
void BeamDamage( TraceResult *ptr );
// Init after BeamCreate()
void BeamInit( const char *pSpriteName, int width );
void PointsInit( const Vector &start, const Vector &end );
void PointEntInit( const Vector &start, int endIndex );
void EntsInit( int startIndex, int endIndex );
void HoseInit( const Vector &start, const Vector &direction );
static CBeam *BeamCreate( const char *pSpriteName, int width );
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inline void LiveForTime( float time )
{
SetThink( &CBaseEntity::SUB_Remove );
pev->nextthink = gpGlobals->time + time;
}
inline void BeamDamageInstant( TraceResult *ptr, float damage )
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{
pev->dmg = damage;
pev->dmgtime = gpGlobals->time - 1;
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BeamDamage( ptr );
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}
};
#define SF_MESSAGE_ONCE 0x0001 // Fade in, not out
#define SF_MESSAGE_ALL 0x0002 // Send to all clients
class CLaser : public CBeam
{
public:
void Spawn( void );
void Precache( void );
void KeyValue( KeyValueData *pkvd );
void TurnOn( void );
void TurnOff( void );
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int IsOn( void );
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void FireAtPoint( TraceResult &point );
void EXPORT StrikeThink( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int Save( CSave &save );
virtual int Restore( CRestore &restore );
static TYPEDESCRIPTION m_SaveData[];
CSprite *m_pSprite;
string_t m_iszSpriteName;
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Vector m_firePosition;
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};
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// Screen shake
class CShake : public CPointEntity
{
public:
void Spawn(void);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
void KeyValue(KeyValueData *pkvd);
inline float Amplitude(void) { return pev->scale; }
inline float Frequency(void) { return pev->dmg_save; }
inline float Duration(void) { return pev->dmg_take; }
inline float Radius(void) { return pev->dmg; }
inline void SetAmplitude(float amplitude) { pev->scale = amplitude; }
inline void SetFrequency(float frequency) { pev->dmg_save = frequency; }
inline void SetDuration(float duration) { pev->dmg_take = duration; }
inline void SetRadius(float radius) { pev->dmg = radius; }
private:
};
class CGib;
class CGibShooter : public CBaseDelay
{
public:
void Spawn(void);
void Precache(void);
void KeyValue(KeyValueData *pkvd);
void EXPORT ShootThink(void);
void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
virtual CGib *CreateGib(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
int m_iGibs;
int m_iGibCapacity;
int m_iGibMaterial;
int m_iGibModelIndex;
float m_flGibVelocity;
float m_flVariance;
float m_flGibLife;
};
class CEnvShooter : public CGibShooter
{
public:
void Precache(void);
void KeyValue(KeyValueData *pkvd);
CGib *CreateGib(void);
};
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#endif //EFFECTS_H