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