/*** * * 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. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "saverestore.h" #include "client.h" #include "decals.h" #include "gamerules.h" #include "game.h" #include "movewith.h" #include "skill.h" void EntvarsKeyvalue( entvars_t *pev, KeyValueData *pkvd ); extern "C" void PM_Move ( struct playermove_s *ppmove, int server ); extern "C" void PM_Init ( struct playermove_s *ppmove ); extern "C" char PM_FindTextureType( const char *name ); extern Vector VecBModelOrigin( entvars_t* pevBModel ); extern DLL_GLOBAL Vector g_vecAttackDir; extern DLL_GLOBAL int g_iSkillLevel; static DLL_FUNCTIONS gFunctionTable = { GameDLLInit, //pfnGameInit DispatchSpawn, //pfnSpawn DispatchThink, //pfnThink DispatchUse, //pfnUse DispatchTouch, //pfnTouch DispatchBlocked, //pfnBlocked DispatchKeyValue, //pfnKeyValue DispatchSave, //pfnSave DispatchRestore, //pfnRestore DispatchObjectCollsionBox, //pfnAbsBox SaveWriteFields, //pfnSaveWriteFields SaveReadFields, //pfnSaveReadFields SaveGlobalState, //pfnSaveGlobalState RestoreGlobalState, //pfnRestoreGlobalState ResetGlobalState, //pfnResetGlobalState ClientConnect, //pfnClientConnect ClientDisconnect, //pfnClientDisconnect ClientKill, //pfnClientKill ClientPutInServer, //pfnClientPutInServer ClientCommand, //pfnClientCommand ClientUserInfoChanged, //pfnClientUserInfoChanged ServerActivate, //pfnServerActivate ServerDeactivate, //pfnServerDeactivate PlayerPreThink, //pfnPlayerPreThink PlayerPostThink, //pfnPlayerPostThink StartFrame, //pfnStartFrame ParmsNewLevel, //pfnParmsNewLevel ParmsChangeLevel, //pfnParmsChangeLevel GetGameDescription, //pfnGetGameDescription Returns string describing current .dll game. PlayerCustomization, //pfnPlayerCustomization Notifies .dll of new customization for player. SpectatorConnect, //pfnSpectatorConnect Called when spectator joins server SpectatorDisconnect, //pfnSpectatorDisconnect Called when spectator leaves the server SpectatorThink, //pfnSpectatorThink Called when spectator sends a command packet (usercmd_t) Sys_Error, //pfnSys_Error Called when engine has encountered an error PM_Move, //pfnPM_Move PM_Init, //pfnPM_Init Server version of player movement initialization PM_FindTextureType, //pfnPM_FindTextureType SetupVisibility, //pfnSetupVisibility Set up PVS and PAS for networking for this client UpdateClientData, //pfnUpdateClientData Set up data sent only to specific client AddToFullPack, //pfnAddToFullPack CreateBaseline, //pfnCreateBaseline Tweak entity baseline for network encoding, allows setup of player baselines, too. RegisterEncoders, //pfnRegisterEncoders Callbacks for network encoding GetWeaponData, //pfnGetWeaponData CmdStart, //pfnCmdStart CmdEnd, //pfnCmdEnd ConnectionlessPacket, //pfnConnectionlessPacket GetHullBounds, //pfnGetHullBounds CreateInstancedBaselines, //pfnCreateInstancedBaselines InconsistentFile, //pfnInconsistentFile AllowLagCompensation, //pfnAllowLagCompensation }; static void SetObjectCollisionBox( entvars_t *pev ); #ifndef _WIN32 extern "C" { #endif int GetEntityAPI( DLL_FUNCTIONS *pFunctionTable, int interfaceVersion ) { if( !pFunctionTable || interfaceVersion != INTERFACE_VERSION ) { return FALSE; } memcpy( pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS) ); return TRUE; } int GetEntityAPI2( DLL_FUNCTIONS *pFunctionTable, int *interfaceVersion ) { if( !pFunctionTable || *interfaceVersion != INTERFACE_VERSION ) { // Tell engine what version we had, so it can figure out who is out of date. *interfaceVersion = INTERFACE_VERSION; return FALSE; } memcpy( pFunctionTable, &gFunctionTable, sizeof(DLL_FUNCTIONS) ); return TRUE; } #ifndef _WIN32 } #endif int DispatchSpawn( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity ) { // Initialize these or entities who don't link to the world won't have anything in here pEntity->pev->absmin = pEntity->pev->origin - Vector( 1.0f, 1.0f, 1.0f ); pEntity->pev->absmax = pEntity->pev->origin + Vector( 1.0f, 1.0f, 1.0f ); // pEntity->InitMoveWith(); //LRC pEntity->Spawn(); // Try to get the pointer again, in case the spawn function deleted the entity. // UNDONE: Spawn() should really return a code to ask that the entity be deleted, but // that would touch too much code for me to do that right now. pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity ) { if( g_pGameRules && !g_pGameRules->IsAllowedToSpawn( pEntity ) ) return -1; // return that this entity should be deleted if( pEntity->pev->flags & FL_KILLME ) return -1; if ( g_iSkillLevel == SKILL_EASY && pEntity->m_iLFlags & LF_NOTEASY ) return -1; //LRC if (g_iSkillLevel == SKILL_MEDIUM && pEntity->m_iLFlags & LF_NOTMEDIUM ) return -1; //LRC if (g_iSkillLevel == SKILL_HARD && pEntity->m_iLFlags & LF_NOTHARD ) return -1; //LRC } // Handle global stuff here if( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); if( pGlobal ) { // Already dead? delete if( pGlobal->state == GLOBAL_DEAD ) return -1; else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) ) pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive // In this level & not dead, continue on as normal } else { // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); //ALERT( at_console, "Added global entity %s (%s)\n", STRING( pEntity->pev->classname ), STRING( pEntity->pev->globalname ) ); } } } return 0; } void DispatchKeyValue( edict_t *pentKeyvalue, KeyValueData *pkvd ) { if( !pkvd || !pentKeyvalue ) return; EntvarsKeyvalue( VARS( pentKeyvalue ), pkvd ); // If the key was an entity variable, or there's no class set yet, don't look for the object, it may // not exist yet. if ( pkvd->fHandled || pkvd->szClassName == NULL ) return; // Get the actualy entity object CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentKeyvalue ); if( !pEntity ) return; pEntity->KeyValue( pkvd ); } // HACKHACK -- this is a hack to keep the node graph entity from "touching" things (like triggers) // while it builds the graph BOOL gTouchDisabled = FALSE; void DispatchTouch( edict_t *pentTouched, edict_t *pentOther ) { if( gTouchDisabled ) return; CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentTouched ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); if( pEntity && pOther && ! ( ( pEntity->pev->flags | pOther->pev->flags ) & FL_KILLME ) ) pEntity->Touch( pOther ); } void DispatchUse( edict_t *pentUsed, edict_t *pentOther ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentUsed ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); if( pEntity && !( pEntity->pev->flags & FL_KILLME ) ) pEntity->Use( pOther, pOther, USE_TOGGLE, 0 ); } void DispatchThink( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity ) { if( FBitSet( pEntity->pev->flags, FL_DORMANT ) ) ALERT( at_error, "Dormant entity %s is thinking!!\n", STRING( pEntity->pev->classname ) ); //if (pEntity->pev->classname) ALERT(at_console, "DispatchThink %s\n", STRING(pEntity->pev->targetname)); pEntity->Think(); } } void DispatchBlocked( edict_t *pentBlocked, edict_t *pentOther ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pentBlocked ); CBaseEntity *pOther = (CBaseEntity *)GET_PRIVATE( pentOther ); if( pEntity ) pEntity->Blocked( pOther ); } void DispatchSave( edict_t *pent, SAVERESTOREDATA *pSaveData ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity && pSaveData ) { ENTITYTABLE *pTable = &pSaveData->pTable[pSaveData->currentIndex]; if( pTable->pent != pent ) ALERT( at_error, "ENTITY TABLE OR INDEX IS WRONG!!!!\n" ); if( pEntity->ObjectCaps() & FCAP_DONT_SAVE ) return; // These don't use ltime & nextthink as times really, but we'll fudge around it. if( pEntity->pev->movetype == MOVETYPE_PUSH ) { //LRC - rearranged so that we can correct m_fNextThink too. float delta = gpGlobals->time - pEntity->pev->ltime; pEntity->pev->ltime += delta; pEntity->pev->nextthink += delta; pEntity->m_fPevNextThink = pEntity->pev->nextthink; pEntity->m_fNextThink += delta; } pTable->location = pSaveData->size; // Remember entity position for file I/O pTable->classname = pEntity->pev->classname; // Remember entity class for respawn CSave saveHelper( pSaveData ); pEntity->Save( saveHelper ); pTable->size = pSaveData->size - pTable->location; // Size of entity block is data size written to block } } // Find the matching global entity. Spit out an error if the designer made entities of // different classes with the same global name CBaseEntity *FindGlobalEntity( string_t classname, string_t globalname ) { CBaseEntity *pReturn = UTIL_FindEntityByString( NULL, "globalname", STRING(globalname) ); if( pReturn ) { if( !FClassnameIs( pReturn->pev, STRING( classname ) ) ) { ALERT( at_console, "Global entity found %s, wrong class %s\n", STRING( globalname ), STRING( pReturn->pev->classname ) ); pReturn = NULL; } } return pReturn; } int DispatchRestore( edict_t *pent, SAVERESTOREDATA *pSaveData, int globalEntity ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity && pSaveData ) { entvars_t tmpVars; Vector oldOffset; CRestore restoreHelper( pSaveData ); if( globalEntity ) { CRestore tmpRestore( pSaveData ); tmpRestore.PrecacheMode( 0 ); tmpRestore.ReadEntVars( "ENTVARS", &tmpVars ); // HACKHACK - reset the save pointers, we're going to restore for real this time pSaveData->size = pSaveData->pTable[pSaveData->currentIndex].location; pSaveData->pCurrentData = pSaveData->pBaseData + pSaveData->size; // ------------------- const globalentity_t *pGlobal = gGlobalState.EntityFromTable( tmpVars.globalname ); // Don't overlay any instance of the global that isn't the latest // pSaveData->szCurrentMapName is the level this entity is coming from // pGlobla->levelName is the last level the global entity was active in. // If they aren't the same, then this global update is out of date. if( !FStrEq( pSaveData->szCurrentMapName, pGlobal->levelName ) ) return 0; // Compute the new global offset oldOffset = pSaveData->vecLandmarkOffset; CBaseEntity *pNewEntity = FindGlobalEntity( tmpVars.classname, tmpVars.globalname ); if( pNewEntity ) { //ALERT( at_console, "Overlay %s with %s\n", STRING( pNewEntity->pev->classname ), STRING( tmpVars.classname ) ); // Tell the restore code we're overlaying a global entity from another level restoreHelper.SetGlobalMode( 1 ); // Don't overwrite global fields pSaveData->vecLandmarkOffset = ( pSaveData->vecLandmarkOffset - pNewEntity->pev->mins ) + tmpVars.mins; pEntity = pNewEntity;// we're going to restore this data OVER the old entity pent = ENT( pEntity->pev ); // Update the global table to say that the global definition of this entity should come from this level gGlobalState.EntityUpdate( pEntity->pev->globalname, gpGlobals->mapname ); } else { // This entity will be freed automatically by the engine. If we don't do a restore on a matching entity (below) // or call EntityUpdate() to move it to this level, we haven't changed global state at all. return 0; } } if( pEntity->ObjectCaps() & FCAP_MUST_SPAWN ) { pEntity->Restore( restoreHelper ); pEntity->Spawn(); } else { pEntity->Restore( restoreHelper ); pEntity->Precache(); } // Again, could be deleted, get the pointer again. pEntity = (CBaseEntity *)GET_PRIVATE( pent ); #if 0 if( pEntity && pEntity->pev->globalname && globalEntity ) { ALERT( at_console, "Global %s is %s\n", STRING( pEntity->pev->globalname ), STRING( pEntity->pev->model ) ); } #endif // Is this an overriding global entity (coming over the transition), or one restoring in a level if( globalEntity ) { //ALERT( at_console, "After: %f %f %f %s\n", pEntity->pev->origin.x, pEntity->pev->origin.y, pEntity->pev->origin.z, STRING( pEntity->pev->model ) ); pSaveData->vecLandmarkOffset = oldOffset; if( pEntity ) { UTIL_SetOrigin( pEntity, pEntity->pev->origin ); pEntity->OverrideReset(); } } else if( pEntity && pEntity->pev->globalname ) { const globalentity_t *pGlobal = gGlobalState.EntityFromTable( pEntity->pev->globalname ); if( pGlobal ) { // Already dead? delete if( pGlobal->state == GLOBAL_DEAD ) return -1; else if( !FStrEq( STRING( gpGlobals->mapname ), pGlobal->levelName ) ) { pEntity->MakeDormant(); // Hasn't been moved to this level yet, wait but stay alive } // In this level & not dead, continue on as normal } else { ALERT( at_error, "Global Entity %s (%s) not in table!!!\n", STRING( pEntity->pev->globalname ), STRING( pEntity->pev->classname ) ); // Spawned entities default to 'On' gGlobalState.EntityAdd( pEntity->pev->globalname, gpGlobals->mapname, GLOBAL_ON ); } } } return 0; } void DispatchObjectCollsionBox( edict_t *pent ) { CBaseEntity *pEntity = (CBaseEntity *)GET_PRIVATE( pent ); if( pEntity ) { pEntity->SetObjectCollisionBox(); } else SetObjectCollisionBox( &pent->v ); } void SaveWriteFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CSave saveHelper( pSaveData ); saveHelper.WriteFields( "SWF", pname, pBaseData, pFields, fieldCount ); } void SaveReadFields( SAVERESTOREDATA *pSaveData, const char *pname, void *pBaseData, TYPEDESCRIPTION *pFields, int fieldCount ) { CRestore restoreHelper( pSaveData ); restoreHelper.ReadFields( pname, pBaseData, pFields, fieldCount ); } edict_t *EHANDLE::Get( void ) { if( m_pent ) { if( m_pent->serialnumber == m_serialnumber ) return m_pent; else return NULL; } return NULL; } edict_t *EHANDLE::Set( edict_t *pent ) { if( pent ) { m_pent = pent; m_serialnumber = m_pent->serialnumber; } else { m_pent = NULL; m_serialnumber = 0; } return pent; } EHANDLE::operator CBaseEntity *() { return (CBaseEntity *)GET_PRIVATE( Get() ); } CBaseEntity *EHANDLE::operator = ( CBaseEntity *pEntity ) { if( pEntity ) { m_pent = ENT( pEntity->pev ); if( m_pent ) m_serialnumber = m_pent->serialnumber; } else { m_pent = NULL; m_serialnumber = 0; } return pEntity; } EHANDLE::operator int () { return Get() != NULL; } CBaseEntity * EHANDLE::operator -> () { return (CBaseEntity *)GET_PRIVATE( Get() ); } //LRC void CBaseEntity::Activate( void ) { //LRC - rebuild the new assistlist as the game starts if (m_iLFlags & LF_ASSISTLIST) { UTIL_AddToAssistList(this); } //LRC - and the aliaslist too if (m_iLFlags & LF_ALIASLIST) { UTIL_AddToAliasList((CBaseAlias*)this); } if (m_activated) return; m_activated = TRUE; InitMoveWith(); PostSpawn(); } //LRC- called by activate() to support movewith void CBaseEntity::InitMoveWith( void ) { if (!m_MoveWith) return; m_pMoveWith = UTIL_FindEntityByTargetname(NULL, STRING(m_MoveWith)); if (!m_pMoveWith) { ALERT(at_console,"Missing movewith entity %s\n", STRING(m_MoveWith)); return; } // if (pev->targetname) // ALERT(at_console,"Init: %s %s moves with %s\n", STRING(pev->classname), STRING(pev->targetname), STRING(m_MoveWith)); // else // ALERT(at_console,"Init: %s moves with %s\n", STRING(pev->classname), STRING(m_MoveWith)); CBaseEntity *pSibling = m_pMoveWith->m_pChildMoveWith; while (pSibling) // check that this entity isn't already in the list of children { if (pSibling == this) break; pSibling = pSibling->m_pSiblingMoveWith; } if (!pSibling) // if movewith is being set up for the first time... { // add this entity to the list of children m_pSiblingMoveWith = m_pMoveWith->m_pChildMoveWith; // may be null: that's fine by me. m_pMoveWith->m_pChildMoveWith = this; if (pev->movetype == MOVETYPE_NONE) { if (pev->solid == SOLID_BSP) pev->movetype = MOVETYPE_PUSH; else pev->movetype = MOVETYPE_NOCLIP; // or _FLY, perhaps? } // was the parent shifted at spawn-time? if (m_pMoveWith->m_vecSpawnOffset != g_vecZero) { //ALERT(at_console,"Corrected using SpawnOffset\n"); // shift this by the same amount the parent was shifted by. UTIL_AssignOrigin(this, pev->origin + m_pMoveWith->m_vecSpawnOffset); //...and inherit the same offset. m_vecSpawnOffset = m_vecSpawnOffset + m_pMoveWith->m_vecSpawnOffset; } else { // This gets set up by AssignOrigin, but otherwise we'll need to do it manually. m_vecMoveWithOffset = pev->origin - m_pMoveWith->pev->origin; } m_vecRotWithOffset = pev->angles - m_pMoveWith->pev->angles; } // if (pev->flags & FL_WORLDBRUSH) // not sure what this does, exactly. // pev->flags &= ~FL_WORLDBRUSH; } //LRC void CBaseEntity::DontThink( void ) { m_fNextThink = 0; if (m_pMoveWith == NULL && m_pChildMoveWith == NULL) { pev->nextthink = 0; m_fPevNextThink = 0; } // ALERT(at_console, "DontThink for %s\n", STRING(pev->targetname)); } //LRC // PUSH entities won't have their velocity applied unless they're thinking. // make them do so for the foreseeable future. void CBaseEntity :: SetEternalThink( void ) { if (pev->movetype == MOVETYPE_PUSH) { // record m_fPevNextThink as well, because we want to be able to // tell when the bloody engine CHANGES IT! // pev->nextthink = 1E9; pev->nextthink = pev->ltime + 1E6; m_fPevNextThink = pev->nextthink; } CBaseEntity *pChild; for (pChild = m_pChildMoveWith; pChild != NULL; pChild = pChild->m_pSiblingMoveWith) pChild->SetEternalThink( ); } //LRC - for getting round the engine's preconceptions. // MoveWith entities have to be able to think independently of moving. // This is how we do so. void CBaseEntity :: SetNextThink( float delay, BOOL correctSpeed ) { // now monsters use this method, too. if (m_pMoveWith || m_pChildMoveWith || pev->flags & FL_MONSTER) { // use the Assist system, so that thinking doesn't mess up movement. if (pev->movetype == MOVETYPE_PUSH) m_fNextThink = pev->ltime + delay; else m_fNextThink = gpGlobals->time + delay; SetEternalThink( ); UTIL_MarkForAssist( this, correctSpeed ); // ALERT(at_console, "SetAssistedThink for %s: %f\n", STRING(pev->targetname), m_fNextThink); } else { // set nextthink as normal. if (pev->movetype == MOVETYPE_PUSH) { pev->nextthink = pev->ltime + delay; } else { pev->nextthink = gpGlobals->time + delay; } m_fPevNextThink = m_fNextThink = pev->nextthink; // if (pev->classname) ALERT(at_console, "SetNormThink for %s: %f\n", STRING(pev->targetname), m_fNextThink); } } //LRC void CBaseEntity :: AbsoluteNextThink( float time, BOOL correctSpeed ) { if (m_pMoveWith || m_pChildMoveWith) { // use the Assist system, so that thinking doesn't mess up movement. m_fNextThink = time; SetEternalThink( ); UTIL_MarkForAssist( this, correctSpeed ); } else { // set nextthink as normal. pev->nextthink = time; m_fPevNextThink = m_fNextThink = pev->nextthink; } } //LRC - check in case the engine has changed our nextthink. (which it does // on a depressingly frequent basis.) // for some reason, this doesn't always produce perfect movement - but it's close // enough for government work. (the player doesn't get stuck, at least.) void CBaseEntity :: ThinkCorrection( void ) { if (pev->nextthink != m_fPevNextThink) { // The engine has changed our nextthink, in its typical endearing way. // Now we have to apply that change in the _right_ places. // ALERT(at_console, "StoredThink corrected for %s \"%s\": %f -> %f\n", STRING(pev->classname), STRING(pev->targetname), m_fNextThink, m_fNextThink + pev->nextthink - m_fPevNextThink); m_fNextThink += pev->nextthink - m_fPevNextThink; m_fPevNextThink = pev->nextthink; } } // give health int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType ) { if( !pev->takedamage ) return 0; // heal if( pev->health >= pev->max_health ) return 0; pev->health += flHealth; if( pev->health > pev->max_health ) pev->health = pev->max_health; return 1; } // inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH int CBaseEntity::TakeDamage( entvars_t *pevInflictor, entvars_t *pevAttacker, float flDamage, int bitsDamageType ) { Vector vecTemp; if( !pev->takedamage ) return 0; // UNDONE: some entity types may be immune or resistant to some bitsDamageType // if Attacker == Inflictor, the attack was a melee or other instant-hit attack. // (that is, no actual entity projectile was involved in the attack so use the shooter's origin). if( pevAttacker == pevInflictor ) { vecTemp = pevAttacker->origin - VecBModelOrigin( pev ); } else // an actual missile was involved. { vecTemp = pevInflictor->origin - VecBModelOrigin( pev ); } // this global is still used for glass and other non-monster killables, along with decals. g_vecAttackDir = vecTemp.Normalize(); // save damage based on the target's armor level // figure momentum add (don't let hurt brushes or other triggers move player) if( ( !FNullEnt( pevInflictor ) ) && (pev->movetype == MOVETYPE_WALK || pev->movetype == MOVETYPE_STEP ) && ( pevAttacker->solid != SOLID_TRIGGER ) ) { Vector vecDir = pev->origin - ( pevInflictor->absmin + pevInflictor->absmax ) * 0.5f; vecDir = vecDir.Normalize(); float flForce = flDamage * ( ( 32.0f * 32.0f * 72.0f ) / ( pev->size.x * pev->size.y * pev->size.z ) ) * 5.0f; if( flForce > 1000.0f ) flForce = 1000.0f; pev->velocity = pev->velocity + vecDir * flForce; } // do the damage pev->health -= flDamage; if( pev->health <= 0 ) { Killed( pevAttacker, GIB_NORMAL ); return 0; } return 1; } void CBaseEntity::Killed( entvars_t *pevAttacker, int iGib ) { pev->takedamage = DAMAGE_NO; pev->deadflag = DEAD_DEAD; UTIL_Remove( this ); } CBaseEntity *CBaseEntity::GetNextTarget( void ) { if( FStringNull( pev->target ) ) return NULL; return UTIL_FindEntityByTargetname( NULL, STRING(pev->target)); } // Global Savedata for Delay TYPEDESCRIPTION CBaseEntity::m_SaveData[] = { DEFINE_FIELD( CBaseEntity, m_pGoalEnt, FIELD_CLASSPTR ), DEFINE_FIELD( CBaseEntity, m_MoveWith, FIELD_STRING ), //LRC DEFINE_FIELD( CBaseEntity, m_pMoveWith, FIELD_CLASSPTR ), //LRC DEFINE_FIELD( CBaseEntity, m_pChildMoveWith, FIELD_CLASSPTR ), //LRC DEFINE_FIELD( CBaseEntity, m_pSiblingMoveWith, FIELD_CLASSPTR ), //LRC DEFINE_FIELD( CBaseEntity, m_iLFlags, FIELD_INTEGER ), //LRC DEFINE_FIELD( CBaseEntity, m_iStyle, FIELD_INTEGER ), //LRC DEFINE_FIELD( CBaseEntity, m_vecMoveWithOffset, FIELD_VECTOR ), //LRC DEFINE_FIELD( CBaseEntity, m_vecRotWithOffset, FIELD_VECTOR ), //LRC DEFINE_FIELD( CBaseEntity, m_activated, FIELD_BOOLEAN ), //LRC DEFINE_FIELD( CBaseEntity, m_fNextThink, FIELD_TIME ), //LRC DEFINE_FIELD( CBaseEntity, m_fPevNextThink, FIELD_TIME ), //LRC // DEFINE_FIELD( CBaseEntity, m_pAssistLink, FIELD_CLASSPTR ), //LRC - don't save this, we'll just rebuild the list on restore DEFINE_FIELD( CBaseEntity, m_vecPostAssistVel, FIELD_VECTOR ), //LRC DEFINE_FIELD( CBaseEntity, m_vecPostAssistAVel, FIELD_VECTOR ), //LRC DEFINE_FIELD( CBaseEntity, m_pfnThink, FIELD_FUNCTION ), // UNDONE: Build table of these!!! DEFINE_FIELD( CBaseEntity, m_pfnTouch, FIELD_FUNCTION ), DEFINE_FIELD( CBaseEntity, m_pfnUse, FIELD_FUNCTION ), DEFINE_FIELD( CBaseEntity, m_pfnBlocked, FIELD_FUNCTION ), }; int CBaseEntity::Save( CSave &save ) { ThinkCorrection(); //LRC if( save.WriteEntVars( "ENTVARS", pev ) ) { if (pev->targetname) return save.WriteFields( STRING(pev->targetname), "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); else return save.WriteFields( STRING(pev->classname), "BASE", this, m_SaveData, ARRAYSIZE(m_SaveData) ); } return 0; } int CBaseEntity::Restore( CRestore &restore ) { int status; status = restore.ReadEntVars( "ENTVARS", pev ); if( status ) status = restore.ReadFields( "BASE", this, m_SaveData, ARRAYSIZE( m_SaveData ) ); if( pev->modelindex != 0 && !FStringNull( pev->model ) ) { Vector mins, maxs; mins = pev->mins; // Set model is about to destroy these maxs = pev->maxs; PRECACHE_MODEL( STRING( pev->model ) ); SET_MODEL( ENT( pev ), STRING( pev->model ) ); UTIL_SetSize( pev, mins, maxs ); // Reset them } return status; } // Initialize absmin & absmax to the appropriate box void SetObjectCollisionBox( entvars_t *pev ) { if( ( pev->solid == SOLID_BSP ) && ( pev->angles.x || pev->angles.y || pev->angles.z ) ) { // expand for rotation float max, v; int i; max = 0; for( i = 0; i < 3; i++ ) { v = fabs( ( (float *)pev->mins )[i] ); if( v > max ) max = v; v = fabs( ( (float *)pev->maxs )[i] ); if( v > max ) max = v; } for( i = 0; i < 3; i++ ) { ( (float *)pev->absmin )[i] = ( (float *)pev->origin )[i] - max; ( (float *)pev->absmax )[i] = ( (float *)pev->origin )[i] + max; } } else { pev->absmin = pev->origin + pev->mins; pev->absmax = pev->origin + pev->maxs; } pev->absmin.x -= 1; pev->absmin.y -= 1; pev->absmin.z -= 1; pev->absmax.x += 1; pev->absmax.y += 1; pev->absmax.z += 1; } void CBaseEntity::SetObjectCollisionBox( void ) { ::SetObjectCollisionBox( pev ); } int CBaseEntity::Intersects( CBaseEntity *pOther ) { if( pOther->pev->absmin.x > pev->absmax.x || pOther->pev->absmin.y > pev->absmax.y || pOther->pev->absmin.z > pev->absmax.z || pOther->pev->absmax.x < pev->absmin.x || pOther->pev->absmax.y < pev->absmin.y || pOther->pev->absmax.z < pev->absmin.z ) return 0; return 1; } void CBaseEntity::MakeDormant( void ) { SetBits( pev->flags, FL_DORMANT ); // Don't touch pev->solid = SOLID_NOT; // Don't move pev->movetype = MOVETYPE_NONE; // Don't draw SetBits( pev->effects, EF_NODRAW ); // Don't think DontThink(); // Relink UTIL_SetOrigin( this, pev->origin ); } int CBaseEntity::IsDormant( void ) { return FBitSet( pev->flags, FL_DORMANT ); } BOOL CBaseEntity::IsInWorld( void ) { // position if( pev->origin.x >= 4096.0f ) return FALSE; if( pev->origin.y >= 4096.0f ) return FALSE; if( pev->origin.z >= 4096.0f ) return FALSE; if( pev->origin.x <= -4096.0f ) return FALSE; if( pev->origin.y <= -4096.0f ) return FALSE; if( pev->origin.z <= -4096.0f ) return FALSE; // speed if( pev->velocity.x >= 2000.0f ) return FALSE; if( pev->velocity.y >= 2000.0f ) return FALSE; if( pev->velocity.z >= 2000.0f ) return FALSE; if( pev->velocity.x <= -2000.0f ) return FALSE; if( pev->velocity.y <= -2000.0f ) return FALSE; if( pev->velocity.z <= -2000.0f ) return FALSE; return TRUE; } BOOL CBaseEntity::ShouldToggle( USE_TYPE useType, BOOL currentState ) { if( useType != USE_TOGGLE && useType != USE_SET ) { if( ( currentState && useType == USE_ON ) || ( !currentState && useType == USE_OFF ) ) return FALSE; } return TRUE; } BOOL CBaseEntity::ShouldToggle( USE_TYPE useType ) { STATE currentState = GetState(); if ( useType != USE_TOGGLE && useType != USE_SET ) { switch(currentState) { case STATE_ON: case STATE_TURN_ON: if (useType == USE_ON) return FALSE; break; case STATE_OFF: case STATE_TURN_OFF: if (useType == USE_OFF) return FALSE; break; case STATE_IN_USE: break; default: break; } } return TRUE; } int CBaseEntity::DamageDecal( int bitsDamageType ) { if( pev->rendermode == kRenderTransAlpha ) return -1; if( pev->rendermode != kRenderNormal ) return DECAL_BPROOF1; return DECAL_GUNSHOT1 + RANDOM_LONG( 0, 4 ); } // NOTE: szName must be a pointer to constant memory, e.g. "monster_class" because the entity // will keep a pointer to it after this call. CBaseEntity *CBaseEntity::Create( const char *szName, const Vector &vecOrigin, const Vector &vecAngles, edict_t *pentOwner ) { edict_t *pent; CBaseEntity *pEntity; pent = CREATE_NAMED_ENTITY( MAKE_STRING( szName ) ); if( FNullEnt( pent ) ) { ALERT ( at_console, "NULL Ent in Create!\n" ); return NULL; } pEntity = Instance( pent ); pEntity->pev->owner = pentOwner; pEntity->pev->origin = vecOrigin; pEntity->pev->angles = vecAngles; DispatchSpawn( pEntity->edict() ); return pEntity; }