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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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/*
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==========================
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This file contains "stubs" of class member implementations so that we can predict certain
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weapons client side. From time to time you might find that you need to implement part of the
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these functions. If so, cut it from here, paste it in hl_weapons.cpp or somewhere else and
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add in the functionality you need.
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==========================
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*/
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "player.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "soundent.h"
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#include "skill.h"
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// Globals used by game logic
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const Vector g_vecZero = Vector( 0, 0, 0 );
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int gmsgWeapPickup = 0;
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enginefuncs_t g_engfuncs;
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globalvars_t *gpGlobals;
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ItemInfo CBasePlayerItem::ItemInfoArray[MAX_WEAPONS];
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void EMIT_SOUND_DYN( edict_t *entity, int channel, const char *sample, float volume, float attenuation, int flags, int pitch ) { }
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// CBaseEntity Stubs
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int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType ) { return 1; }
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int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 1; }
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CBaseEntity *CBaseEntity::GetNextTarget( void ) { return NULL; }
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int CBaseEntity::Save( CSave &save ) { return 1; }
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int CBaseEntity::Restore( CRestore &restore ) { return 1; }
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void CBaseEntity::SetObjectCollisionBox( void ) { }
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int CBaseEntity::Intersects( CBaseEntity *pOther ) { return 0; }
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void CBaseEntity::MakeDormant( void ) { }
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int CBaseEntity::IsDormant( void ) { return 0; }
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BOOL CBaseEntity::IsInWorld( void ) { return TRUE; }
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int CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { return 0; }
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int CBaseEntity::DamageDecal( int bitsDamageType ) { return -1; }
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CBaseEntity *CBaseEntity::Create( char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { return NULL; }
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void CBaseEntity::SUB_Remove( void ) { }
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// CBaseDelay Stubs
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void CBaseDelay::KeyValue( struct KeyValueData_s * ) { }
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int CBaseDelay::Restore( class CRestore & ) { return 1; }
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int CBaseDelay::Save( class CSave & ) { return 1; }
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// CBaseAnimating Stubs
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int CBaseAnimating::Restore( class CRestore & ) { return 1; }
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int CBaseAnimating::Save( class CSave & ) { return 1; }
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// DEBUG Stubs
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edict_t *DBG_EntOfVars( const entvars_t *pev ) { return NULL; }
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void DBG_AssertFunction( BOOL fExpr, const char *szExpr, const char *szFile, int szLine, const char *szMessage) { }
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// UTIL_* Stubs
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void UTIL_PrecacheOther( const char *szClassname ) { }
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void UTIL_BloodDrips( const Vector &origin, const Vector &direction, int color, int amount ) { }
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void UTIL_DecalTrace( TraceResult *pTrace, int decalNumber ) { }
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void UTIL_GunshotDecalTrace( TraceResult *pTrace, int decalNumber ) { }
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void UTIL_MakeVectors( const Vector &vecAngles ) { }
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BOOL UTIL_IsValidEntity( edict_t *pent ) { return TRUE; }
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void UTIL_SetOrigin( entvars_t *, const Vector &org ) { }
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BOOL UTIL_GetNextBestWeapon( CBasePlayer *pPlayer, CBasePlayerItem *pCurrentWeapon ) { return TRUE; }
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void UTIL_LogPrintf(char *,...) { }
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void UTIL_ClientPrintAll( int,char const *,char const *,char const *,char const *,char const *) { }
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void ClientPrint( entvars_t *client, int msg_dest, const char *msg_name, const char *param1, const char *param2, const char *param3, const char *param4 ) { }
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// CBaseToggle Stubs
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int CBaseToggle::Restore( class CRestore & ) { return 1; }
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int CBaseToggle::Save( class CSave & ) { return 1; }
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void CBaseToggle::KeyValue( struct KeyValueData_s * ) { }
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// CGrenade Stubs
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void CGrenade::BounceSound( void ) { }
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void CGrenade::Explode( Vector, Vector ) { }
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void CGrenade::Explode( TraceResult *, int ) { }
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void CGrenade::Killed( entvars_t *, int ) { }
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void CGrenade::Spawn( void ) { }
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CGrenade *CGrenade::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
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CGrenade *CGrenade::ShootContact( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity ){ return 0; }
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void CGrenade::DetonateUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ){ }
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// CTnt Stubs
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void CTnt::Spawn( void ) { }
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CGrenade *CTnt::ShootTimed( entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, float time ){ return 0; }
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void UTIL_Remove( CBaseEntity *pEntity ){ }
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struct skilldata_t gSkillData;
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void UTIL_SetSize( entvars_t *pev, const Vector &vecMin, const Vector &vecMax ){ }
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CBaseEntity *UTIL_FindEntityInSphere( CBaseEntity *pStartEntity, const Vector &vecCenter, float flRadius ){ return 0;}
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Vector UTIL_VecToAngles( const Vector &vec ){ return 0; }
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CSprite *CSprite::SpriteCreate( const char *pSpriteName, const Vector &origin, BOOL animate ) { return 0; }
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void CBeam::PointEntInit( const Vector &start, int endIndex ) { }
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CBeam *CBeam::BeamCreate( const char *pSpriteName, int width ) { return NULL; }
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void CSprite::Expand( float scaleSpeed, float fadeSpeed ) { }
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CBaseEntity* CBaseMonster::CheckTraceHullAttack( float flDist, int iDamage, int iDmgType ) { return NULL; }
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void CBaseMonster::Eat( float flFullDuration ) { }
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BOOL CBaseMonster::FShouldEat( void ) { return TRUE; }
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void CBaseMonster::BarnacleVictimBitten( entvars_t *pevBarnacle ) { }
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void CBaseMonster::BarnacleVictimReleased( void ) { }
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void CBaseMonster::Listen( void ) { }
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float CBaseMonster::FLSoundVolume( CSound *pSound ) { return 0.0; }
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BOOL CBaseMonster::FValidateHintType( short sHint ) { return FALSE; }
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void CBaseMonster::Look( int iDistance ) { }
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int CBaseMonster::ISoundMask( void ) { return 0; }
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CSound *CBaseMonster::PBestSound( void ) { return NULL; }
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CSound *CBaseMonster::PBestScent( void ) { return NULL; }
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float CBaseAnimating::StudioFrameAdvance( float flInterval ) { return 0.0; }
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void CBaseMonster::MonsterThink( void ) { }
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void CBaseMonster::MonsterUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) { }
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int CBaseMonster::IgnoreConditions( void ) { return 0; }
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void CBaseMonster::RouteClear( void ) { }
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void CBaseMonster::RouteNew( void ) { }
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BOOL CBaseMonster::FRouteClear( void ) { return FALSE; }
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BOOL CBaseMonster::FRefreshRoute( void ) { return 0; }
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BOOL CBaseMonster::MoveToEnemy( Activity movementAct, float waitTime ) { return FALSE; }
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BOOL CBaseMonster::MoveToLocation( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
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BOOL CBaseMonster::MoveToTarget( Activity movementAct, float waitTime ) { return FALSE; }
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BOOL CBaseMonster::MoveToNode( Activity movementAct, float waitTime, const Vector &goal ) { return FALSE; }
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int ShouldSimplify( int routeType ) { return TRUE; }
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void CBaseMonster::RouteSimplify( CBaseEntity *pTargetEnt ) { }
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BOOL CBaseMonster::FBecomeProne( void ) { return TRUE; }
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BOOL CBaseMonster::CheckRangeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CBaseMonster::CheckRangeAttack2( float flDot, float flDist ) { return FALSE; }
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BOOL CBaseMonster::CheckMeleeAttack1( float flDot, float flDist ) { return FALSE; }
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BOOL CBaseMonster::CheckMeleeAttack2( float flDot, float flDist ) { return FALSE; }
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void CBaseMonster::CheckAttacks( CBaseEntity *pTarget, float flDist ) { }
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BOOL CBaseMonster::FCanCheckAttacks( void ) { return FALSE; }
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int CBaseMonster::CheckEnemy( CBaseEntity *pEnemy ) { return 0; }
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void CBaseMonster::PushEnemy( CBaseEntity *pEnemy, Vector &vecLastKnownPos ) { }
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BOOL CBaseMonster::PopEnemy() { return FALSE; }
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void CBaseMonster::SetActivity( Activity NewActivity ) { }
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void CBaseMonster::SetSequenceByName( char *szSequence ) { }
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int CBaseMonster::CheckLocalMove( const Vector &vecStart, const Vector &vecEnd, CBaseEntity *pTarget, float *pflDist ) { return 0; }
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float CBaseMonster::OpenDoorAndWait( entvars_t *pevDoor ) { return 0.0; }
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void CBaseMonster::AdvanceRoute( float distance ) { }
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int CBaseMonster::RouteClassify( int iMoveFlag ) { return 0; }
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BOOL CBaseMonster::BuildRoute( const Vector &vecGoal, int iMoveFlag, CBaseEntity *pTarget ) { return FALSE; }
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void CBaseMonster::InsertWaypoint( Vector vecLocation, int afMoveFlags ) { }
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BOOL CBaseMonster::FTriangulate( const Vector &vecStart , const Vector &vecEnd, float flDist, CBaseEntity *pTargetEnt, Vector *pApex ) { return FALSE; }
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void CBaseMonster::Move( float flInterval ) { }
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BOOL CBaseMonster::ShouldAdvanceRoute( float flWaypointDist ) { return FALSE; }
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void CBaseMonster::MoveExecute( CBaseEntity *pTargetEnt, const Vector &vecDir, float flInterval ) { }
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void CBaseMonster::MonsterInit( void ) { }
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void CBaseMonster::MonsterInitThink( void ) { }
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void CBaseMonster::StartMonster( void ) { }
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void CBaseMonster::MovementComplete( void ) { }
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int CBaseMonster::TaskIsRunning( void ) { return 0; }
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int CBaseMonster::IRelationship( CBaseEntity *pTarget ) { return 0; }
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BOOL CBaseMonster::FindCover( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
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BOOL CBaseMonster::BuildNearestRoute( Vector vecThreat, Vector vecViewOffset, float flMinDist, float flMaxDist ) { return FALSE; }
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CBaseEntity *CBaseMonster::BestVisibleEnemy( void ) { return NULL; }
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BOOL CBaseMonster::FInViewCone( CBaseEntity *pEntity ) { return FALSE; }
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BOOL CBaseMonster::FInViewCone( Vector *pOrigin ) { return FALSE; }
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BOOL CBaseEntity::FVisible( CBaseEntity *pEntity ) { return FALSE; }
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BOOL CBaseEntity::FVisible( const Vector &vecOrigin ) { return FALSE; }
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void CBaseMonster::MakeIdealYaw( Vector vecTarget ) { }
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float CBaseMonster::FlYawDiff( void ) { return 0.0; }
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float CBaseMonster::ChangeYaw( int yawSpeed ) { return 0; }
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float CBaseMonster::VecToYaw( Vector vecDir ) { return 0.0; }
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int CBaseAnimating::LookupActivity( int activity ) { return 0; }
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int CBaseAnimating::LookupActivityHeaviest( int activity ) { return 0; }
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void CBaseMonster::SetEyePosition( void ) { }
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int CBaseAnimating::LookupSequence( const char *label ) { return 0; }
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void CBaseAnimating::ResetSequenceInfo() { }
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BOOL CBaseAnimating::GetSequenceFlags() { return FALSE; }
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void CBaseAnimating::DispatchAnimEvents( float flInterval ) { }
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void CBaseMonster::HandleAnimEvent( MonsterEvent_t *pEvent ) { }
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float CBaseAnimating::SetBoneController ( int iController, float flValue ) { return 0.0; }
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void CBaseAnimating::InitBoneControllers ( void ) { }
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float CBaseAnimating::SetBlending( int iBlender, float flValue ) { return 0; }
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void CBaseAnimating::GetBonePosition( int iBone, Vector &origin, Vector &angles ) { }
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void CBaseAnimating::GetAttachment( int iAttachment, Vector &origin, Vector &angles ) { }
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int CBaseAnimating::FindTransition( int iEndingSequence, int iGoalSequence, int *piDir ) { return -1; }
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void CBaseAnimating::GetAutomovement( Vector &origin, Vector &angles, float flInterval ) { }
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void CBaseAnimating::SetBodygroup( int iGroup, int iValue ) { }
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int CBaseAnimating::GetBodygroup( int iGroup ) { return 0; }
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Vector CBaseMonster::GetGunPosition( void ) { return g_vecZero; }
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void CBaseEntity::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
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void CBaseEntity::FireBullets( ULONG cShots, Vector vecSrc, Vector vecDirShooting, Vector vecSpread, float flDistance, int iBulletType, int iTracerFreq, int iDamage, entvars_t *pevAttacker ) { }
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void CBaseEntity::TraceBleed( float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType ) { }
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void CBaseMonster::MakeDamageBloodDecal( int cCount, float flNoise, TraceResult *ptr, const Vector &vecDir ) { }
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BOOL CBaseMonster::FGetNodeRoute( Vector vecDest ) { return TRUE; }
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int CBaseMonster::FindHintNode( void ) { return NO_NODE; }
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void CBaseMonster::ReportAIState( void ) { }
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void CBaseMonster::KeyValue( KeyValueData *pkvd ) { }
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BOOL CBaseMonster::FCheckAITrigger( void ) { return FALSE; }
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int CBaseMonster::CanPlaySequence( BOOL fDisregardMonsterState, int interruptLevel ) { return FALSE; }
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BOOL CBaseMonster::FindLateralCover( const Vector &vecThreat, const Vector &vecViewOffset ) { return FALSE; }
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Vector CBaseMonster::ShootAtEnemy( const Vector &shootOrigin ) { return g_vecZero; }
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BOOL CBaseMonster::FacingIdeal( void ) { return FALSE; }
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BOOL CBaseMonster::FCanActiveIdle( void ) { return FALSE; }
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void CBaseMonster::PlaySentence( const char *pszSentence, float duration, float volume, float attenuation ) { }
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void CBaseMonster::PlayScriptedSentence( const char *pszSentence, float duration, float volume, float attenuation, BOOL bConcurrent, CBaseEntity *pListener ) { }
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void CBaseMonster::SentenceStop( void ) { }
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void CBaseMonster::CorpseFallThink( void ) { }
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void CBaseMonster::MonsterInitDead( void ) { }
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BOOL CBaseMonster::BBoxFlat( void ) { return TRUE; }
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BOOL CBaseMonster::GetEnemy( void ) { return FALSE; }
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void CBaseMonster::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
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CBaseEntity* CBaseMonster::DropItem( char *pszItemName, const Vector &vecPos, const Vector &vecAng ) { return NULL; }
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BOOL CBaseMonster::ShouldFadeOnDeath( void ) { return FALSE; }
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void CBaseMonster::RadiusDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
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void CBaseMonster::RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int iClassIgnore, int bitsDamageType ) { }
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void CBaseMonster::FadeMonster( void ) { }
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void CBaseMonster::GibMonster( void ) { }
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BOOL CBaseMonster::HasHumanGibs( void ) { return FALSE; }
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BOOL CBaseMonster::HasAlienGibs( void ) { return FALSE; }
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Activity CBaseMonster::GetDeathActivity( void ) { return ACT_DIE_HEADSHOT; }
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MONSTERSTATE CBaseMonster::GetIdealState( void ) { return MONSTERSTATE_ALERT; }
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Schedule_t* CBaseMonster::GetScheduleOfType( int Type ) { return NULL; }
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Schedule_t *CBaseMonster::GetSchedule( void ) { return NULL; }
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void CBaseMonster::RunTask( Task_t *pTask ) { }
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void CBaseMonster::StartTask( Task_t *pTask ) { }
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Schedule_t *CBaseMonster::ScheduleFromName( const char *pName ) { return NULL;}
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void CBaseMonster::BecomeDead( void ) {}
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void CBaseMonster::RunAI( void ) {}
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void CBaseMonster::Killed( entvars_t *pevAttacker, int iGib ) {}
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int CBaseMonster::TakeHealth(float flHealth, int bitsDamageType) { return 0; }
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int CBaseMonster::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
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int CBaseMonster::Restore( class CRestore & ) { return 1; }
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int CBaseMonster::Save( class CSave & ) { return 1; }
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int TrainSpeed( int iSpeed, int iMax ) { return 0; }
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void CBasePlayer::DeathSound( void ) { }
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int CBasePlayer::TakeHealth( float flHealth, int bitsDamageType ) { return 0; }
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void CBasePlayer::TraceAttack( entvars_t *pevAttacker, float flDamage, Vector vecDir, TraceResult *ptr, int bitsDamageType) { }
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int CBasePlayer::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { return 0; }
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void CBasePlayer::PackDeadPlayerItems( void ) { }
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void CBasePlayer::RemoveAllItems( BOOL removeSuit ) { }
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void CBasePlayer::SetAnimation( PLAYER_ANIM playerAnim ) { }
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void CBasePlayer::WaterMove() { }
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BOOL CBasePlayer::IsOnLadder( void ) { return FALSE; }
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void CBasePlayer::PlayerDeathThink(void) { }
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void CBasePlayer::StartDeathCam( void ) { }
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void CBasePlayer::StartObserver( Vector vecPosition, Vector vecViewAngle ) { }
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void CBasePlayer::PlayerUse( void ) { }
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void CBasePlayer::Jump() { }
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void CBasePlayer::Duck() { }
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int CBasePlayer::Classify( void ) { return 0; }
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void CBasePlayer::PreThink(void) { }
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void CBasePlayer::CheckTimeBasedDamage() { }
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void CBasePlayer::UpdateGeigerCounter( void ) { }
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void CBasePlayer::CheckSuitUpdate() { }
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void CBasePlayer::SetSuitUpdate(char *name, int fgroup, int iNoRepeatTime) { }
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void CBasePlayer::UpdatePlayerSound ( void ) { }
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void CBasePlayer::PostThink() { }
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void CBasePlayer::Precache( void ) { }
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int CBasePlayer::Save( CSave &save ) { return 0; }
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void CBasePlayer::RenewItems( void ) { }
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int CBasePlayer::Restore( CRestore &restore ) { return 0; }
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void CBasePlayer::SelectNextItem( int iItem ) { }
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BOOL CBasePlayer::HasWeapons( void ) { return FALSE; }
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void CBasePlayer::SelectPrevItem( int iItem ) { }
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CBaseEntity *FindEntityForward( CBaseEntity *pMe ) { return NULL; }
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BOOL CBasePlayer::FlashlightIsOn( void ) { return FALSE; }
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void CBasePlayer::FlashlightTurnOn( void ) { }
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void CBasePlayer::FlashlightTurnOff( void ) { }
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void CBasePlayer::ForceClientDllUpdate( void ) { }
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void CBasePlayer::ImpulseCommands() { }
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void CBasePlayer::CheatImpulseCommands( int iImpulse ) { }
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int CBasePlayer::AddPlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
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int CBasePlayer::RemovePlayerItem( CBasePlayerItem *pItem ) { return FALSE; }
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void CBasePlayer::ItemPreFrame() { }
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void CBasePlayer::ItemPostFrame() { }
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int CBasePlayer::AmmoInventory( int iAmmoIndex ) { return -1; }
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int CBasePlayer::GetAmmoIndex( const char *psz ) { return -1; }
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void CBasePlayer::SendAmmoUpdate(void) { }
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void CBasePlayer::UpdateClientData( void ) { }
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BOOL CBasePlayer::FBecomeProne( void ) { return TRUE; }
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void CBasePlayer::BarnacleVictimBitten( entvars_t *pevBarnacle ) { }
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void CBasePlayer::BarnacleVictimReleased( void ) { }
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int CBasePlayer::Illumination( void ) { return 0; }
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void CBasePlayer::EnableControl( BOOL fControl ) { }
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Vector CBasePlayer::GetAutoaimVector( float flDelta ) { return g_vecZero; }
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Vector CBasePlayer::AutoaimDeflection( Vector &vecSrc, float flDist, float flDelta ) { return g_vecZero; }
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void CBasePlayer::ResetAutoaim() { }
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void CBasePlayer::SetCustomDecalFrames( int nFrames ) { }
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int CBasePlayer::GetCustomDecalFrames( void ) { return -1; }
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void CBasePlayer::DropPlayerItem( char *pszItemName ) { }
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BOOL CBasePlayer::HasPlayerItem( CBasePlayerItem *pCheckItem ) { return FALSE; }
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BOOL CBasePlayer::SwitchWeapon( CBasePlayerItem *pWeapon ) { return FALSE; }
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Vector CBasePlayer::GetGunPosition( void ) { return g_vecZero; }
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const char *CBasePlayer::TeamID( void ) { return ""; }
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int CBasePlayer::GiveAmmo( int iCount, char *szName, int iMax ) { return 0; }
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void CBasePlayer::AddPoints( int score, BOOL bAllowNegativeScore ) { }
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void CBasePlayer::AddPointsToTeam( int score, BOOL bAllowNegativeScore ) { }
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void ClearMultiDamage( void ) { }
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void ApplyMultiDamage( entvars_t *pevInflictor, entvars_t *pevAttacker ) { }
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void AddMultiDamage( entvars_t *pevInflictor, CBaseEntity *pEntity, float flDamage, int bitsDamageType) { }
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void SpawnBlood( Vector vecSpot, int bloodColor, float flDamage ) { }
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int DamageDecal( CBaseEntity *pEntity, int bitsDamageType ) { return 0; }
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void DecalGunshot( TraceResult *pTrace, int iBulletType ) { }
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void EjectBrass( const Vector &vecOrigin, const Vector &vecVelocity, float rotation, int model, int soundtype ) { }
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void AddAmmoNameToAmmoRegistry( const char *szAmmoname ) { }
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int CBasePlayerItem::Restore( class CRestore & ) { return 1; }
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int CBasePlayerItem::Save( class CSave & ) { return 1; }
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int CBasePlayerWeapon::Restore( class CRestore & ) { return 1; }
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int CBasePlayerWeapon::Save( class CSave & ) { return 1; }
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float CBasePlayerWeapon::GetNextAttackDelay( float flTime ) { return flTime; }
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void CBasePlayerItem::SetObjectCollisionBox( void ) { }
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void CBasePlayerItem::FallInit( void ) { }
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void CBasePlayerItem::FallThink( void ) { }
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void CBasePlayerItem::Materialize( void ) { }
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void CBasePlayerItem::AttemptToMaterialize( void ) { }
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void CBasePlayerItem::CheckRespawn( void ) { }
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CBaseEntity *CBasePlayerItem::Respawn( void ) { return NULL; }
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void CBasePlayerItem::DefaultTouch( CBaseEntity *pOther ) { }
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void CBasePlayerItem::DestroyItem( void ) { }
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int CBasePlayerItem::AddToPlayer( CBasePlayer *pPlayer ) { return TRUE; }
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void CBasePlayerItem::Drop( void ) { }
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void CBasePlayerItem::Kill( void ) { }
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void CBasePlayerItem::Holster( int skiplocal ) { }
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void CBasePlayerItem::AttachToPlayer ( CBasePlayer *pPlayer ) { }
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int CBasePlayerWeapon::AddDuplicate( CBasePlayerItem *pOriginal ) { return 0; }
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int CBasePlayerWeapon::AddToPlayer( CBasePlayer *pPlayer ) { return FALSE; }
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int CBasePlayerWeapon::UpdateClientData( CBasePlayer *pPlayer ) { return 0; }
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BOOL CBasePlayerWeapon::AddPrimaryAmmo( int iCount, char *szName, int iMaxClip, int iMaxCarry ) { return TRUE; }
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BOOL CBasePlayerWeapon::AddSecondaryAmmo( int iCount, char *szName, int iMax ) { return TRUE; }
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BOOL CBasePlayerWeapon::IsUseable( void ) { return TRUE; }
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int CBasePlayerWeapon::PrimaryAmmoIndex( void ) { return -1; }
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int CBasePlayerWeapon::SecondaryAmmoIndex( void ) { return -1; }
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void CBasePlayerAmmo::Spawn( void ) { }
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CBaseEntity* CBasePlayerAmmo::Respawn( void ) { return this; }
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void CBasePlayerAmmo::Materialize( void ) { }
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void CBasePlayerAmmo::DefaultTouch( CBaseEntity *pOther ) { }
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int CBasePlayerWeapon::ExtractAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
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int CBasePlayerWeapon::ExtractClipAmmo( CBasePlayerWeapon *pWeapon ) { return 0; }
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void CBasePlayerWeapon::RetireWeapon( void ) { }
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void CSoundEnt::InsertSound( int iType, const Vector &vecOrigin, int iVolume, float flDuration ) {}
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void RadiusDamage( Vector vecSrc, entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, float flRadius, int iClassIgnore, int bitsDamageType ){}
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