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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef NPCEVENT_H
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#define NPCEVENT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "eventlist.h"
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class CBaseAnimating;
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struct animevent_t
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{
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#ifdef CLIENT_DLL
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// see mstudioevent_for_client_server_t comment below
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union
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{
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unsigned short _event_highword;
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unsigned short event_newsystem;
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};
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unsigned short _event_lowword;
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#else
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// see mstudioevent_for_client_server_t comment below
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unsigned short _event_highword;
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union
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{
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unsigned short _event_lowword;
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unsigned short event_newsystem;
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};
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#endif
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const char *options;
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float cycle;
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float eventtime;
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int type;
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CBaseAnimating *pSource;
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bool m_bHandledByScript;
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// see mstudioevent_for_client_server_t comment below
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int Event_OldSystem( void ) const { return *static_cast< const int* >( static_cast< const void* >( &_event_highword ) ); }
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void Event_OldSystem( int nEvent ) { *static_cast< int* >( static_cast< void* >( &_event_highword ) ) = nEvent; }
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int Event( void ) const
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{
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if ( type & AE_TYPE_NEWEVENTSYSTEM )
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return event_newsystem;
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return Event_OldSystem();
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}
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void Event( int nEvent )
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{
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if ( type & AE_TYPE_NEWEVENTSYSTEM )
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{
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event_newsystem = nEvent;
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}
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else
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{
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Event_OldSystem( nEvent );
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}
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}
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};
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#define EVENT_SPECIFIC 0
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#define EVENT_SCRIPTED 1000 // see scriptevent.h
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#define EVENT_SHARED 2000
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#define EVENT_WEAPON 3000
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#define EVENT_CLIENT 5000
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#define NPC_EVENT_BODYDROP_LIGHT 2001
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#define NPC_EVENT_BODYDROP_HEAVY 2002
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#define NPC_EVENT_SWISHSOUND 2010
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#define NPC_EVENT_180TURN 2020
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#define NPC_EVENT_ITEM_PICKUP 2040
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#define NPC_EVENT_WEAPON_DROP 2041
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#define NPC_EVENT_WEAPON_SET_SEQUENCE_NAME 2042
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#define NPC_EVENT_WEAPON_SET_SEQUENCE_NUMBER 2043
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#define NPC_EVENT_WEAPON_SET_ACTIVITY 2044
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#define NPC_EVENT_LEFTFOOT 2050
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#define NPC_EVENT_RIGHTFOOT 2051
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#define NPC_EVENT_OPEN_DOOR 2060
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// !! DON'T CHANGE TO ORDER OF THESE. THEY ARE HARD CODED IN THE WEAPON QC FILES (YUCK!) !!
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#define EVENT_WEAPON_MELEE_HIT 3001
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#define EVENT_WEAPON_SMG1 3002
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#define EVENT_WEAPON_MELEE_SWISH 3003
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#define EVENT_WEAPON_SHOTGUN_FIRE 3004
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#define EVENT_WEAPON_THROW 3005
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#define EVENT_WEAPON_AR1 3006
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#define EVENT_WEAPON_AR2 3007
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#define EVENT_WEAPON_HMG1 3008
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#define EVENT_WEAPON_SMG2 3009
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#define EVENT_WEAPON_MISSILE_FIRE 3010
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#define EVENT_WEAPON_SNIPER_RIFLE_FIRE 3011
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#define EVENT_WEAPON_AR2_GRENADE 3012
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#define EVENT_WEAPON_THROW2 3013
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#define EVENT_WEAPON_PISTOL_FIRE 3014
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#define EVENT_WEAPON_RELOAD 3015
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#define EVENT_WEAPON_THROW3 3016
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#define EVENT_WEAPON_RELOAD_SOUND 3017 // Use this + EVENT_WEAPON_RELOAD_FILL_CLIP to prevent shooting during the reload animation
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#define EVENT_WEAPON_RELOAD_FILL_CLIP 3018
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#define EVENT_WEAPON_SMG1_BURST1 3101 // first round in a 3-round burst
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#define EVENT_WEAPON_SMG1_BURSTN 3102 // 2, 3 rounds
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#define EVENT_WEAPON_AR2_ALTFIRE 3103
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#define EVENT_WEAPON_SEQUENCE_FINISHED 3900
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// NOTE: MUST BE THE LAST WEAPON EVENT -- ONLY WEAPON EVENTS BETWEEN EVENT_WEAPON AND THIS
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#define EVENT_WEAPON_LAST 3999
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// Because the client and server have a shared memory space for event data,
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// but use different indexes for the event (servers cache them all upfront,
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// while client creates them as sequences fire) we're going to store the server
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// index in the low word and the client index in the high word.
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//
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// studio.h is a public header, so we'll use this matching struct to do the
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// conversion and not force us to macro all the code that checks the event member.
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// This struct's data MUST match mstudioevent_t
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//
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// BUT events that use the old event system use the entire dword which will always
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// match between client and server. Instead of wrapping everything in if checks,
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// for ( type & AE_TYPE_NEWEVENTSYSTEM ) we use the Event accessors to set/get
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// while doing the check under the hood.
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//
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// -Jeep
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struct mstudioevent_for_client_server_t
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{
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DECLARE_BYTESWAP_DATADESC();
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float cycle;
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#ifdef CLIENT_DLL
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union
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{
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// Client shares with the high word
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unsigned short _event_highword;
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unsigned short event_newsystem;
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};
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unsigned short _event_lowword; // Placeholder for the low word
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#else
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unsigned short _event_highword; // Placeholder for the high word
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union
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{
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// Server shares with the low word
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unsigned short _event_lowword;
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unsigned short event_newsystem;
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};
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#endif
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int type;
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inline const char * pszOptions( void ) const { return options; }
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char options[64];
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int szeventindex;
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inline char * const pszEventName( void ) const { return ((char *)this) + szeventindex; }
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// For setting and getting through Event, check the AE_TYPE_NEWEVENTSYSTEM flag to decide
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// if we should set/get just the short used by the client/server or use the whole int.
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int Event_OldSystem( void ) const { return *static_cast< const int* >( static_cast< const void* >( &_event_highword ) ); }
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void Event_OldSystem( int nEvent ) { *static_cast< int* >( static_cast< void* >( &_event_highword ) ) = nEvent; }
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int Event( void ) const
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{
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if ( type & AE_TYPE_NEWEVENTSYSTEM )
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return event_newsystem;
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return Event_OldSystem();
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}
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void Event( int nEvent )
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{
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if ( type & AE_TYPE_NEWEVENTSYSTEM )
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{
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event_newsystem = nEvent;
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}
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else
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{
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Event_OldSystem( nEvent );
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}
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}
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};
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#define mstudioevent_t mstudioevent_for_client_server_t
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#endif // NPCEVENT_H
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