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178 lines
5.2 KiB
178 lines
5.2 KiB
5 years ago
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//========= Copyright 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 ROPE_H
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#define ROPE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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#include "positionwatcher.h"
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class CRopeKeyframe : public CBaseEntity, public IPositionWatcher
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{
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DECLARE_CLASS( CRopeKeyframe, CBaseEntity );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CRopeKeyframe();
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virtual ~CRopeKeyframe();
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// Create a rope and attach it to two entities.
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// Attachment points on the entities are optional.
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static CRopeKeyframe* Create(
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CBaseEntity *pStartEnt,
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CBaseEntity *pEndEnt,
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int iStartAttachment=0,
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int iEndAttachment=0,
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int ropeWidth = 2,
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const char *pMaterialName = "cable/cable.vmt", // Note: whoever creates the rope must
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// use PrecacheModel for whatever material
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// it specifies here.
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int numSegments = 5
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);
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static CRopeKeyframe* CreateWithSecondPointDetached(
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CBaseEntity *pStartEnt,
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int iStartAttachment = 0, // must be 0 if you don't want to use a specific model attachment.
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int ropeLength = 20,
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int ropeWidth = 2,
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const char *pMaterialName = "cable/cable.vmt", // Note: whoever creates the rope
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// use PrecacheModel for whatever material
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// it specifies here.
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int numSegments = 5,
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bool bInitialHang = false
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);
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bool SetupHangDistance( float flHangDist );
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void ActivateStartDirectionConstraints( bool bEnable );
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void ActivateEndDirectionConstraints( bool bEnable );
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// Shakes all ropes near vCenter. The higher flMagnitude is, the larger the shake will be.
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static void ShakeRopes( const Vector &vCenter, float flRadius, float flMagnitude );
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// CBaseEntity overrides.
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public:
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// don't cross transitions
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; }
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virtual void Activate();
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virtual void Precache();
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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void PropagateForce(CBaseEntity *pActivator, CBaseEntity *pCaller, CBaseEntity *pFirstLink, float x, float y, float z);
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// Once-off length recalculation
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void RecalculateLength( void );
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// Kill myself when I next come to rest
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void DieAtNextRest( void );
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virtual int UpdateTransmitState(void);
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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virtual void SetParent( CBaseEntity *pParentEntity, int iAttachment );
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// Input functions.
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public:
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void InputSetScrollSpeed( inputdata_t &inputdata );
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void InputSetForce( inputdata_t &inputdata );
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void InputBreak( inputdata_t &inputdata );
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public:
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bool Break( void );
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void DetachPoint( int iPoint );
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void EndpointsChanged();
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// By default, ropes don't collide with the world. Call this to enable it.
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void EnableCollision();
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// Toggle wind.
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void EnableWind( bool bEnable );
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// Unless this is called during initialization, the caller should have done
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// PrecacheModel on whatever material they specify in here.
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void SetMaterial( const char *pName );
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CBaseEntity* GetEndPoint() { return m_hEndPoint.Get(); }
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int GetEndAttachment() { return m_iStartAttachment; };
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void SetStartPoint( CBaseEntity *pStartPoint, int attachment = 0 );
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void SetEndPoint( CBaseEntity *pEndPoint, int attachment = 0 );
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// See ROPE_PLAYER_WPN_ATTACH for info.
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void EnablePlayerWeaponAttach( bool bAttach );
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// IPositionWatcher
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virtual void NotifyPositionChanged( CBaseEntity *pEntity );
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private:
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void SetAttachmentPoint( CBaseHandle &hOutEnt, short &iOutAttachment, CBaseEntity *pEnt, int iAttachment );
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// This is normally called by Activate but if you create the rope at runtime,
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// you must call it after you have setup its variables.
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void Init();
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// These work just like the client-side versions.
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bool GetEndPointPos2( CBaseEntity *pEnt, int iAttachment, Vector &v );
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bool GetEndPointPos( int iPt, Vector &v );
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void UpdateBBox( bool bForceRelink );
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public:
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CNetworkVar( int, m_RopeFlags ); // Combination of ROPE_ defines in rope_shared.h
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string_t m_iNextLinkName;
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CNetworkVar( int, m_Slack );
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CNetworkVar( float, m_Width );
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CNetworkVar( float, m_TextureScale );
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CNetworkVar( int, m_nSegments ); // Number of segments.
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CNetworkVar( bool, m_bConstrainBetweenEndpoints );
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string_t m_strRopeMaterialModel;
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CNetworkVar( int, m_iRopeMaterialModelIndex ); // Index of sprite model with the rope's material.
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// Number of subdivisions in between segments.
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CNetworkVar( int, m_Subdiv );
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//EHANDLE m_hNextLink;
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CNetworkVar( int, m_RopeLength ); // Rope length at startup, used to calculate tension.
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CNetworkVar( int, m_fLockedPoints );
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bool m_bCreatedFromMapFile; // set to false when creating at runtime
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CNetworkVar( float, m_flScrollSpeed );
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private:
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// Used to detect changes.
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bool m_bStartPointValid;
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bool m_bEndPointValid;
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CNetworkHandle( CBaseEntity, m_hStartPoint ); // StartPoint/EndPoint are entities
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CNetworkHandle( CBaseEntity, m_hEndPoint );
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CNetworkVar( short, m_iStartAttachment ); // StartAttachment/EndAttachment are attachment points.
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CNetworkVar( short, m_iEndAttachment );
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};
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#endif // ROPE_H
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