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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Misc utility code.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef UTIL_H
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#define UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ai_activity.h"
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#include "steam/steam_gameserver.h"
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#include "enginecallback.h"
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#include "basetypes.h"
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#include "tempentity.h"
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#include "string_t.h"
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#include "gamestringpool.h"
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#include "engine/IEngineTrace.h"
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#include "worldsize.h"
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#include "dt_send.h"
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#include "server_class.h"
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#include "shake.h"
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#include "vstdlib/random.h"
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#include <string.h>
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#include "utlvector.h"
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#include "util_shared.h"
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#include "shareddefs.h"
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#include "networkvar.h"
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struct levellist_t;
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class IServerNetworkable;
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class IEntityFactory;
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#ifdef _WIN32
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#define SETUP_EXTERNC(mapClassName)\
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extern "C" _declspec( dllexport ) IServerNetworkable* mapClassName( void );
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#else
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#define SETUP_EXTERNC(mapClassName)
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#endif
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//
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// How did I ever live without ASSERT?
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//
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#ifdef DEBUG
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void DBG_AssertFunction(bool fExpr, const char* szExpr, const char* szFile, int szLine, const char* szMessage);
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#define ASSERT(f) DBG_AssertFunction((bool)((f)!=0), #f, __FILE__, __LINE__, NULL)
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#define ASSERTSZ(f, sz) DBG_AssertFunction((bool)((f)!=0), #f, __FILE__, __LINE__, sz)
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#else // !DEBUG
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#define ASSERT(f)
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#define ASSERTSZ(f, sz)
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#endif // !DEBUG
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#include "tier0/memdbgon.h"
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// entity creation
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// creates an entity that has not been linked to a classname
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template< class T >
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T *_CreateEntityTemplate( T *newEnt, const char *className )
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{
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newEnt = new T; // this is the only place 'new' should be used!
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newEnt->PostConstructor( className );
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return newEnt;
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}
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#include "tier0/memdbgoff.h"
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CBaseEntity *CreateEntityByName( const char *className, int iForceEdictIndex );
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// creates an entity by name, and ensure it's correctness
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// does not spawn the entity
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// use the CREATE_ENTITY() macro which wraps this, instead of using it directly
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template< class T >
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T *_CreateEntity( T *newClass, const char *className )
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{
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T *newEnt = dynamic_cast<T*>( CreateEntityByName(className, -1) );
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if ( !newEnt )
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{
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Warning( "classname %s used to create wrong class type\n", className );
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Assert(0);
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}
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return newEnt;
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}
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#define CREATE_ENTITY( newClass, className ) _CreateEntity( (newClass*)NULL, className )
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#define CREATE_UNSAVED_ENTITY( newClass, className ) _CreateEntityTemplate( (newClass*)NULL, className )
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// This is the glue that hooks .MAP entity class names to our CPP classes
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abstract_class IEntityFactoryDictionary
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{
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public:
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virtual void InstallFactory( IEntityFactory *pFactory, const char *pClassName ) = 0;
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virtual IServerNetworkable *Create( const char *pClassName ) = 0;
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virtual void Destroy( const char *pClassName, IServerNetworkable *pNetworkable ) = 0;
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virtual IEntityFactory *FindFactory( const char *pClassName ) = 0;
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virtual const char *GetCannonicalName( const char *pClassName ) = 0;
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};
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IEntityFactoryDictionary *EntityFactoryDictionary();
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inline bool CanCreateEntityClass( const char *pszClassname )
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{
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return ( EntityFactoryDictionary() != NULL && EntityFactoryDictionary()->FindFactory( pszClassname ) != NULL );
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}
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abstract_class IEntityFactory
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{
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public:
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virtual IServerNetworkable *Create( const char *pClassName ) = 0;
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virtual void Destroy( IServerNetworkable *pNetworkable ) = 0;
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virtual size_t GetEntitySize() = 0;
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};
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template <class T>
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class CEntityFactory : public IEntityFactory
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{
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public:
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CEntityFactory( const char *pClassName )
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{
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EntityFactoryDictionary()->InstallFactory( this, pClassName );
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}
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IServerNetworkable *Create( const char *pClassName )
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{
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T* pEnt = _CreateEntityTemplate((T*)NULL, pClassName);
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return pEnt->NetworkProp();
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}
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void Destroy( IServerNetworkable *pNetworkable )
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{
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if ( pNetworkable )
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{
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pNetworkable->Release();
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}
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}
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virtual size_t GetEntitySize()
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{
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return sizeof(T);
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}
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};
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#define LINK_ENTITY_TO_CLASS(mapClassName,DLLClassName) \
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static CEntityFactory<DLLClassName> mapClassName( #mapClassName );
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//
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// Conversion among the three types of "entity", including identity-conversions.
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//
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inline int ENTINDEX( edict_t *pEdict)
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{
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int nResult = pEdict ? pEdict->m_EdictIndex : 0;
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Assert( nResult == engine->IndexOfEdict(pEdict) );
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return nResult;
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}
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int ENTINDEX( CBaseEntity *pEnt );
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inline edict_t* INDEXENT( int iEdictNum )
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{
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return engine->PEntityOfEntIndex(iEdictNum);
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}
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// Testing the three types of "entity" for nullity
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inline bool FNullEnt(const edict_t* pent)
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{
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return pent == NULL || ENTINDEX((edict_t*)pent) == 0;
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}
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// Dot products for view cone checking
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#define VIEW_FIELD_FULL (float)-1.0 // +-180 degrees
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#define VIEW_FIELD_WIDE (float)-0.7 // +-135 degrees 0.1 // +-85 degrees, used for full FOV checks
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#define VIEW_FIELD_NARROW (float)0.7 // +-45 degrees, more narrow check used to set up ranged attacks
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#define VIEW_FIELD_ULTRA_NARROW (float)0.9 // +-25 degrees, more narrow check used to set up ranged attacks
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class CBaseEntity;
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class CBasePlayer;
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extern CGlobalVars *gpGlobals;
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// Misc useful
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inline bool FStrEq(const char *sz1, const char *sz2)
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{
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return ( sz1 == sz2 || V_stricmp(sz1, sz2) == 0 );
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}
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#if 0
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// UNDONE: Remove/alter MAKE_STRING so we can do this?
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inline bool FStrEq( string_t str1, string_t str2 )
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{
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// now that these are pooled, we can compare them with
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// integer equality
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return str1 == str2;
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}
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#endif
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const char *nexttoken(char *token, const char *str, char sep);
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// Misc. Prototypes
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void UTIL_SetSize (CBaseEntity *pEnt, const Vector &vecMin, const Vector &vecMax);
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void UTIL_ClearTrace ( trace_t &trace );
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void UTIL_SetTrace (trace_t& tr, const Ray_t &ray, edict_t* edict, float fraction, int hitgroup, unsigned int contents, const Vector& normal, float intercept );
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int UTIL_PrecacheDecal ( const char *name, bool preload = false );
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//-----------------------------------------------------------------------------
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float UTIL_GetSimulationInterval();
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//-----------------------------------------------------------------------------
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// Purpose: Gets a player pointer by 1-based index
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// If player is not yet spawned or connected, returns NULL
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// Input : playerIndex - index of the player - first player is index 1
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//-----------------------------------------------------------------------------
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// NOTENOTE: Use UTIL_GetLocalPlayer instead of UTIL_PlayerByIndex IF you're in single player
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// and you want the player.
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CBasePlayer *UTIL_PlayerByIndex( int playerIndex );
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// NOTENOTE: Use this instead of UTIL_PlayerByIndex IF you're in single player
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// and you want the player.
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// not useable in multiplayer - see UTIL_GetListenServerHost()
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CBasePlayer* UTIL_GetLocalPlayer( void );
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// get the local player on a listen server
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CBasePlayer *UTIL_GetListenServerHost( void );
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CBasePlayer* UTIL_PlayerByUserId( int userID );
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CBasePlayer* UTIL_PlayerByName( const char *name ); // not case sensitive
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// Returns true if the command was issued by the listenserver host, or by the dedicated server, via rcon or the server console.
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// This is valid during ConCommand execution.
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bool UTIL_IsCommandIssuedByServerAdmin( void );
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CBaseEntity* UTIL_EntityByIndex( int entityIndex );
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void UTIL_GetPlayerConnectionInfo( int playerIndex, int& ping, int &packetloss );
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void UTIL_SetClientVisibilityPVS( edict_t *pClient, const unsigned char *pvs, int pvssize );
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bool UTIL_ClientPVSIsExpanded();
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edict_t *UTIL_FindClientInPVS( edict_t *pEdict );
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edict_t *UTIL_FindClientInVisibilityPVS( edict_t *pEdict );
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// This is a version which finds any clients whose PVS intersects the box
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CBaseEntity *UTIL_FindClientInPVS( const Vector &vecBoxMins, const Vector &vecBoxMaxs );
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CBaseEntity *UTIL_EntitiesInPVS( CBaseEntity *pPVSEntity, CBaseEntity *pStartingEntity );
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//-----------------------------------------------------------------------------
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// class CFlaggedEntitiesEnum
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//-----------------------------------------------------------------------------
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// enumerate entities that match a set of edict flags into a static array
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class CFlaggedEntitiesEnum : public IPartitionEnumerator
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{
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public:
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CFlaggedEntitiesEnum( CBaseEntity **pList, int listMax, int flagMask );
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// This gets called by the enumeration methods with each element
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// that passes the test.
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virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
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int GetCount() { return m_count; }
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bool AddToList( CBaseEntity *pEntity );
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private:
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CBaseEntity **m_pList;
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int m_listMax;
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int m_flagMask;
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int m_count;
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};
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// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
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int UTIL_EntitiesInBox( const Vector &mins, const Vector &maxs, CFlaggedEntitiesEnum *pEnum );
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int UTIL_EntitiesAlongRay( const Ray_t &ray, CFlaggedEntitiesEnum *pEnum );
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int UTIL_EntitiesInSphere( const Vector ¢er, float radius, CFlaggedEntitiesEnum *pEnum );
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inline int UTIL_EntitiesInBox( CBaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask )
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{
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CFlaggedEntitiesEnum boxEnum( pList, listMax, flagMask );
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return UTIL_EntitiesInBox( mins, maxs, &boxEnum );
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}
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inline int UTIL_EntitiesAlongRay( CBaseEntity **pList, int listMax, const Ray_t &ray, int flagMask )
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{
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CFlaggedEntitiesEnum rayEnum( pList, listMax, flagMask );
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return UTIL_EntitiesAlongRay( ray, &rayEnum );
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}
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inline int UTIL_EntitiesInSphere( CBaseEntity **pList, int listMax, const Vector ¢er, float radius, int flagMask )
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{
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CFlaggedEntitiesEnum sphereEnum( pList, listMax, flagMask );
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return UTIL_EntitiesInSphere( center, radius, &sphereEnum );
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}
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// marks the entity for deletion so it will get removed next frame
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void UTIL_Remove( IServerNetworkable *oldObj );
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void UTIL_Remove( CBaseEntity *oldObj );
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// deletes an entity, without any delay. Only use this when sure no pointers rely on this entity.
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void UTIL_DisableRemoveImmediate();
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void UTIL_EnableRemoveImmediate();
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void UTIL_RemoveImmediate( CBaseEntity *oldObj );
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// make this a fixed size so it just sits on the stack
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#define MAX_SPHERE_QUERY 512
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class CEntitySphereQuery
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{
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public:
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// currently this builds the list in the constructor
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// UNDONE: make an iterative query of ISpatialPartition so we could
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// make queries like this optimal
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CEntitySphereQuery( const Vector ¢er, float radius, int flagMask=0 );
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CBaseEntity *GetCurrentEntity();
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inline void NextEntity() { m_listIndex++; }
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private:
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int m_listIndex;
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int m_listCount;
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CBaseEntity *m_pList[MAX_SPHERE_QUERY];
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};
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enum soundlevel_t;
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// Drops an entity onto the floor
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int UTIL_DropToFloor( CBaseEntity *pEntity, unsigned int mask, CBaseEntity *pIgnore = NULL );
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// Returns false if any part of the bottom of the entity is off an edge that is not a staircase.
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bool UTIL_CheckBottom( CBaseEntity *pEntity, ITraceFilter *pTraceFilter, float flStepSize );
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void UTIL_SetOrigin ( CBaseEntity *entity, const Vector &vecOrigin, bool bFireTriggers = false );
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void UTIL_EmitAmbientSound ( int entindex, const Vector &vecOrigin, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch, float soundtime = 0.0f, float *duration = NULL );
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void UTIL_ParticleEffect ( const Vector &vecOrigin, const Vector &vecDirection, ULONG ulColor, ULONG ulCount );
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void UTIL_ScreenShake ( const Vector ¢er, float amplitude, float frequency, float duration, float radius, ShakeCommand_t eCommand, bool bAirShake=false );
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void UTIL_ScreenShakeObject ( CBaseEntity *pEnt, const Vector ¢er, float amplitude, float frequency, float duration, float radius, ShakeCommand_t eCommand, bool bAirShake=false );
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void UTIL_ViewPunch ( const Vector ¢er, QAngle angPunch, float radius, bool bInAir );
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void UTIL_ShowMessage ( const char *pString, CBasePlayer *pPlayer );
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void UTIL_ShowMessageAll ( const char *pString );
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void UTIL_ScreenFadeAll ( const color32 &color, float fadeTime, float holdTime, int flags );
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void UTIL_ScreenFade ( CBaseEntity *pEntity, const color32 &color, float fadeTime, float fadeHold, int flags );
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void UTIL_MuzzleFlash ( const Vector &origin, const QAngle &angles, int scale, int type );
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Vector UTIL_PointOnLineNearestPoint(const Vector& vStartPos, const Vector& vEndPos, const Vector& vPoint, bool clampEnds = false );
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int UTIL_EntityInSolid( CBaseEntity *ent );
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bool UTIL_IsMasterTriggered (string_t sMaster, CBaseEntity *pActivator);
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void UTIL_BloodStream( const Vector &origin, const Vector &direction, int color, int amount );
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void UTIL_BloodSpray( const Vector &pos, const Vector &dir, int color, int amount, int flags );
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Vector UTIL_RandomBloodVector( void );
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void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName = NULL );
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void UTIL_PlayerDecalTrace( trace_t *pTrace, int playernum );
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void UTIL_Smoke( const Vector &origin, const float scale, const float framerate );
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void UTIL_AxisStringToPointDir( Vector &start, Vector &dir, const char *pString );
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void UTIL_AxisStringToPointPoint( Vector &start, Vector &end, const char *pString );
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void UTIL_AxisStringToUnitDir( Vector &dir, const char *pString );
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void UTIL_ClipPunchAngleOffset( QAngle &in, const QAngle &punch, const QAngle &clip );
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void UTIL_PredictedPosition( CBaseEntity *pTarget, float flTimeDelta, Vector *vecPredictedPosition );
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void UTIL_Beam( Vector &Start, Vector &End, int nModelIndex, int nHaloIndex, unsigned char FrameStart, unsigned char FrameRate,
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float Life, unsigned char Width, unsigned char EndWidth, unsigned char FadeLength, unsigned char Noise, unsigned char Red, unsigned char Green,
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unsigned char Blue, unsigned char Brightness, unsigned char Speed);
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char *UTIL_VarArgs( PRINTF_FORMAT_STRING const char *format, ... );
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bool UTIL_IsValidEntity( CBaseEntity *pEnt );
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bool UTIL_TeamsMatch( const char *pTeamName1, const char *pTeamName2 );
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// snaps a vector to the nearest axis vector (if within epsilon)
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void UTIL_SnapDirectionToAxis( Vector &direction, float epsilon = 0.002f );
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//Set the entity to point at the target specified
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bool UTIL_PointAtEntity( CBaseEntity *pEnt, CBaseEntity *pTarget );
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void UTIL_PointAtNamedEntity( CBaseEntity *pEnt, string_t strTarget );
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// Copy the pose parameter values from one entity to the other
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bool UTIL_TransferPoseParameters( CBaseEntity *pSourceEntity, CBaseEntity *pDestEntity );
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// Search for water transition along a vertical line
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float UTIL_WaterLevel( const Vector &position, float minz, float maxz );
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// Like UTIL_WaterLevel, but *way* less expensive.
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// I didn't replace UTIL_WaterLevel everywhere to avoid breaking anything.
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float UTIL_FindWaterSurface( const Vector &position, float minz, float maxz );
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void UTIL_Bubbles( const Vector& mins, const Vector& maxs, int count );
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void UTIL_BubbleTrail( const Vector& from, const Vector& to, int count );
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// allows precacheing of other entities
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void UTIL_PrecacheOther( const char *szClassname, const char *modelName = NULL );
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// prints a message to each client
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void UTIL_ClientPrintAll( int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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inline void UTIL_CenterPrintAll( const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL )
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{
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UTIL_ClientPrintAll( HUD_PRINTCENTER, msg_name, param1, param2, param3, param4 );
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}
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void UTIL_ValidateSoundName( string_t &name, const char *defaultStr );
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void UTIL_ClientPrintFilter( IRecipientFilter& filter, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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// prints messages through the HUD
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void ClientPrint( CBasePlayer *player, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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// prints a message to the HUD say (chat)
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void UTIL_SayText( const char *pText, CBasePlayer *pEntity );
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void UTIL_SayTextAll( const char *pText, CBasePlayer *pEntity = NULL, bool bChat = false );
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void UTIL_SayTextFilter( IRecipientFilter& filter, const char *pText, CBasePlayer *pEntity, bool bChat );
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void UTIL_SayText2Filter( IRecipientFilter& filter, CBasePlayer *pEntity, bool bChat, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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byte *UTIL_LoadFileForMe( const char *filename, int *pLength );
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void UTIL_FreeFile( byte *buffer );
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class CGameTrace;
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typedef CGameTrace trace_t;
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//-----------------------------------------------------------------------------
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// These are inlined for backwards compatibility
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//-----------------------------------------------------------------------------
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inline float UTIL_Approach( float target, float value, float speed )
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{
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return Approach( target, value, speed );
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}
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inline float UTIL_ApproachAngle( float target, float value, float speed )
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{
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return ApproachAngle( target, value, speed );
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}
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inline float UTIL_AngleDistance( float next, float cur )
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{
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return AngleDistance( next, cur );
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}
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inline float UTIL_AngleMod(float a)
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{
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return anglemod(a);
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}
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inline float UTIL_AngleDiff( float destAngle, float srcAngle )
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{
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return AngleDiff( destAngle, srcAngle );
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}
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typedef struct hudtextparms_s
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{
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float x;
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float y;
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int effect;
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byte r1, g1, b1, a1;
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byte r2, g2, b2, a2;
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float fadeinTime;
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float fadeoutTime;
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float holdTime;
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float fxTime;
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int channel;
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} hudtextparms_t;
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//-----------------------------------------------------------------------------
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// Sets the model to be associated with an entity
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//-----------------------------------------------------------------------------
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void UTIL_SetModel( CBaseEntity *pEntity, const char *pModelName );
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// prints as transparent 'title' to the HUD
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void UTIL_HudMessageAll( const hudtextparms_t &textparms, const char *pMessage );
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void UTIL_HudMessage( CBasePlayer *pToPlayer, const hudtextparms_t &textparms, const char *pMessage );
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// brings up hud keyboard hints display
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void UTIL_HudHintText( CBaseEntity *pEntity, const char *pMessage );
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// Writes message to console with timestamp and FragLog header.
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void UTIL_LogPrintf( PRINTF_FORMAT_STRING const char *fmt, ... );
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// Sorta like FInViewCone, but for nonNPCs.
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float UTIL_DotPoints ( const Vector &vecSrc, const Vector &vecCheck, const Vector &vecDir );
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void UTIL_StripToken( const char *pKey, char *pDest );// for redundant keynames
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// Misc functions
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int BuildChangeList( levellist_t *pLevelList, int maxList );
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// computes gravity scale for an absolute gravity. Pass the result into CBaseEntity::SetGravity()
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float UTIL_ScaleForGravity( float desiredGravity );
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//
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// Constants that were used only by QC (maybe not used at all now)
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//
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// Un-comment only as needed
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//
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#include "globals.h"
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#define LFO_SQUARE 1
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#define LFO_TRIANGLE 2
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#define LFO_RANDOM 3
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// func_rotating
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#define SF_BRUSH_ROTATE_Y_AXIS 0
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#define SF_BRUSH_ROTATE_START_ON 1
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#define SF_BRUSH_ROTATE_BACKWARDS 2
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#define SF_BRUSH_ROTATE_Z_AXIS 4
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#define SF_BRUSH_ROTATE_X_AXIS 8
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#define SF_BRUSH_ROTATE_CLIENTSIDE 16
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#define SF_BRUSH_ROTATE_SMALLRADIUS 128
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#define SF_BRUSH_ROTATE_MEDIUMRADIUS 256
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#define SF_BRUSH_ROTATE_LARGERADIUS 512
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#define PUSH_BLOCK_ONLY_X 1
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#define PUSH_BLOCK_ONLY_Y 2
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#define SF_LIGHT_START_OFF 1
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#define SPAWNFLAG_NOMESSAGE 1
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#define SPAWNFLAG_NOTOUCH 1
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#define SPAWNFLAG_DROIDONLY 4
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#define SPAWNFLAG_USEONLY 1 // can't be touched, must be used (buttons)
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#define TELE_PLAYER_ONLY 1
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#define TELE_SILENT 2
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// Sound Utilities
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enum soundlevel_t;
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void SENTENCEG_Init();
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void SENTENCEG_Stop(edict_t *entity, int isentenceg, int ipick);
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int SENTENCEG_PlayRndI(edict_t *entity, int isentenceg, float volume, soundlevel_t soundlevel, int flags, int pitch);
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int SENTENCEG_PlayRndSz(edict_t *entity, const char *szrootname, float volume, soundlevel_t soundlevel, int flags, int pitch);
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int SENTENCEG_PlaySequentialSz(edict_t *entity, const char *szrootname, float volume, soundlevel_t soundlevel, int flags, int pitch, int ipick, int freset);
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void SENTENCEG_PlaySentenceIndex( edict_t *entity, int iSentenceIndex, float volume, soundlevel_t soundlevel, int flags, int pitch );
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int SENTENCEG_PickRndSz(const char *szrootname);
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int SENTENCEG_GetIndex(const char *szrootname);
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int SENTENCEG_Lookup(const char *sample);
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char TEXTURETYPE_Find( trace_t *ptr );
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void UTIL_EmitSoundSuit(edict_t *entity, const char *sample);
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int UTIL_EmitGroupIDSuit(edict_t *entity, int isentenceg);
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int UTIL_EmitGroupnameSuit(edict_t *entity, const char *groupname);
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void UTIL_RestartAmbientSounds( void );
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class EntityMatrix : public VMatrix
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{
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public:
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void InitFromEntity( CBaseEntity *pEntity, int iAttachment=0 );
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void InitFromEntityLocal( CBaseEntity *entity );
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inline Vector LocalToWorld( const Vector &vVec ) const
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{
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return VMul4x3( vVec );
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}
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inline Vector WorldToLocal( const Vector &vVec ) const
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{
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return VMul4x3Transpose( vVec );
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}
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inline Vector LocalToWorldRotation( const Vector &vVec ) const
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{
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return VMul3x3( vVec );
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}
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inline Vector WorldToLocalRotation( const Vector &vVec ) const
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{
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return VMul3x3Transpose( vVec );
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}
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};
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inline float UTIL_DistApprox( const Vector &vec1, const Vector &vec2 );
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inline float UTIL_DistApprox2D( const Vector &vec1, const Vector &vec2 );
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//---------------------------------------------------------
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//---------------------------------------------------------
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inline float UTIL_DistApprox( const Vector &vec1, const Vector &vec2 )
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{
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float dx;
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float dy;
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float dz;
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dx = vec1.x - vec2.x;
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dy = vec1.y - vec2.y;
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dz = vec1.z - vec2.z;
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return fabs(dx) + fabs(dy) + fabs(dz);
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}
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//---------------------------------------------------------
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//---------------------------------------------------------
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inline float UTIL_DistApprox2D( const Vector &vec1, const Vector &vec2 )
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{
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float dx;
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float dy;
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dx = vec1.x - vec2.x;
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dy = vec1.y - vec2.y;
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return fabs(dx) + fabs(dy);
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}
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// Find out if an entity is facing another entity or position within a given tolerance range
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bool UTIL_IsFacingWithinTolerance( CBaseEntity *pViewer, const Vector &vecPosition, float flDotTolerance, float *pflDot = NULL );
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bool UTIL_IsFacingWithinTolerance( CBaseEntity *pViewer, CBaseEntity *pTarget, float flDotTolerance, float *pflDot = NULL );
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void UTIL_GetDebugColorForRelationship( int nRelationship, int &r, int &g, int &b );
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struct datamap_t;
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extern const char *UTIL_FunctionToName( datamap_t *pMap, inputfunc_t function );
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int UTIL_GetCommandClientIndex( void );
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CBasePlayer *UTIL_GetCommandClient( void );
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bool UTIL_GetModDir( char *lpszTextOut, unsigned int nSize );
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AngularImpulse WorldToLocalRotation( const VMatrix &localToWorld, const Vector &worldAxis, float rotation );
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void UTIL_WorldToParentSpace( CBaseEntity *pEntity, Vector &vecPosition, QAngle &vecAngles );
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void UTIL_WorldToParentSpace( CBaseEntity *pEntity, Vector &vecPosition, Quaternion &quat );
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void UTIL_ParentToWorldSpace( CBaseEntity *pEntity, Vector &vecPosition, QAngle &vecAngles );
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void UTIL_ParentToWorldSpace( CBaseEntity *pEntity, Vector &vecPosition, Quaternion &quat );
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bool UTIL_LoadAndSpawnEntitiesFromScript( CUtlVector <CBaseEntity*> &entities, const char *pScriptFile, const char *pBlock, bool bActivate = true );
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// Given a vector, clamps the scalar axes to MAX_COORD_FLOAT ranges from worldsize.h
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void UTIL_BoundToWorldSize( Vector *pVecPos );
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#endif // UTIL_H
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