//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
# ifndef BASEENTITY_H
# define BASEENTITY_H
# ifdef _WIN32
# pragma once
# endif
# define TEAMNUM_NUM_BITS 6
# include <ctype.h>
# include "entitylist.h"
# include "entityoutput.h"
# include "networkvar.h"
# include "collisionproperty.h"
# include "ServerNetworkProperty.h"
# include "shareddefs.h"
# include "vscript/ivscript.h"
# include "vscript_server.h"
# include "branchingsingleton.h"
# include "bittools.h"
class CDamageModifier ;
struct CSoundParameters ;
# ifndef AI_CriteriaSet
# define AI_CriteriaSet ResponseRules::CriteriaSet
# endif
namespace ResponseRules
{
class CriteriaSet ;
class IResponseSystem ;
} ;
using ResponseRules : : IResponseSystem ;
class IEntitySaveUtils ;
class CRecipientFilter ;
typedef CHandle < CBaseEntity > EHANDLE ;
# define MANUALMODE_GETSET_PROP(type, accessorName, varName) \
private : \
type varName ; \
public : \
inline const type & Get # # accessorName # # ( ) const { return varName ; } \
inline type & Get # # accessorName # # ( ) { return varName ; } \
inline void Set # # accessorName # # ( const type & val ) { varName = val ; m_NetStateMgr . StateChanged ( ) ; }
# define MANUALMODE_GETSET_EHANDLE(type, accessorName, varName) \
private : \
CHandle < type > varName ; \
public : \
inline type * Get # # accessorName # # ( ) { return varName . Get ( ) ; } \
inline void Set # # accessorName # # ( type * pType ) { varName = pType ; m_NetStateMgr . StateChanged ( ) ; }
// saverestore.h declarations
class CSaveRestoreData ;
struct typedescription_t ;
class ISave ;
class IRestore ;
class CBaseEntity ;
class CEntityMapData ;
class CBaseCombatWeapon ;
class IPhysicsObject ;
class IPhysicsShadowController ;
class CBaseCombatCharacter ;
class CTeam ;
class Vector ;
struct gamevcollisionevent_t ;
class CBaseAnimating ;
class CBaseAnimatingOverlay ;
class CBasePlayer ;
class IServerVehicle ;
struct solid_t ;
struct notify_system_event_params_t ;
class CAI_BaseNPC ;
class CAI_Senses ;
class CSquadNPC ;
class variant_t ;
class CEventAction ;
typedef struct KeyValueData_s KeyValueData ;
class CUserCmd ;
class CSkyCamera ;
class CEntityMapData ;
class CWorld ;
typedef unsigned int UtlHashHandle_t ;
class INextBot ;
class CGlobalEvent ;
typedef CUtlVector < CBaseEntity * > EntityList_t ;
//
// Structure passed to input handlers.
//
struct inputdata_t
{
CBaseEntity * pActivator ; // The entity that initially caused this chain of output events.
CBaseEntity * pCaller ; // The entity that fired this particular output.
variant_t value ; // The data parameter for this output.
int nOutputID ; // The unique ID of the output that was fired.
} ;
// Serializable list of context as set by entity i/o and used for deducing proper
// speech state, et al.
struct ResponseContext_t
{
DECLARE_SIMPLE_DATADESC ( ) ;
string_t m_iszName ;
string_t m_iszValue ;
float m_fExpirationTime ; // when to expire context (0 == never)
} ;
//-----------------------------------------------------------------------------
// Entity events... targetted to a particular entity
// Each event has a well defined structure to use for parameters
//-----------------------------------------------------------------------------
enum EntityEvent_t
{
ENTITY_EVENT_WATER_TOUCH = 0 , // No data needed
ENTITY_EVENT_WATER_UNTOUCH , // No data needed
ENTITY_EVENT_PARENT_CHANGED , // No data needed
} ;
//-----------------------------------------------------------------------------
typedef void ( CBaseEntity : : * BASEPTR ) ( void ) ;
typedef void ( CBaseEntity : : * ENTITYFUNCPTR ) ( CBaseEntity * pOther ) ;
typedef void ( CBaseEntity : : * USEPTR ) ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
# define DEFINE_THINKFUNC( function ) DEFINE_FUNCTION_RAW( function, BASEPTR )
# define DEFINE_ENTITYFUNC( function ) DEFINE_FUNCTION_RAW( function, ENTITYFUNCPTR )
# define DEFINE_USEFUNC( function ) DEFINE_FUNCTION_RAW( function, USEPTR )
// Things that toggle (buttons/triggers/doors) need this
enum TOGGLE_STATE
{
TS_AT_TOP ,
TS_AT_BOTTOM ,
TS_GOING_UP ,
TS_GOING_DOWN
} ;
// Debug overlay bits
enum DebugOverlayBits_t
{
OVERLAY_TEXT_BIT = 0x00000001 , // show text debug overlay for this entity
OVERLAY_NAME_BIT = 0x00000002 , // show name debug overlay for this entity
OVERLAY_BBOX_BIT = 0x00000004 , // show bounding box overlay for this entity
OVERLAY_PIVOT_BIT = 0x00000008 , // show pivot for this entity
OVERLAY_MESSAGE_BIT = 0x00000010 , // show messages for this entity
OVERLAY_ABSBOX_BIT = 0x00000020 , // show abs bounding box overlay
OVERLAY_RBOX_BIT = 0x00000040 , // show the rbox overlay
OVERLAY_SHOW_BLOCKSLOS = 0x00000080 , // show entities that block NPC LOS
OVERLAY_ATTACHMENTS_BIT = 0x00000100 , // show attachment points
OVERLAY_AUTOAIM_BIT = 0x00000200 , // Display autoaim radius
OVERLAY_NPC_SELECTED_BIT = 0x00001000 , // the npc is current selected
OVERLAY_NPC_NEAREST_BIT = 0x00002000 , // show the nearest node of this npc
OVERLAY_NPC_ROUTE_BIT = 0x00004000 , // draw the route for this npc
OVERLAY_NPC_TRIANGULATE_BIT = 0x00008000 , // draw the triangulation for this npc
OVERLAY_NPC_ZAP_BIT = 0x00010000 , // destroy the NPC
OVERLAY_NPC_ENEMIES_BIT = 0x00020000 , // show npc's enemies
OVERLAY_NPC_CONDITIONS_BIT = 0x00040000 , // show NPC's current conditions
OVERLAY_NPC_SQUAD_BIT = 0x00080000 , // show npc squads
OVERLAY_NPC_TASK_BIT = 0x00100000 , // show npc task details
OVERLAY_NPC_FOCUS_BIT = 0x00200000 , // show line to npc's enemy and target
OVERLAY_NPC_VIEWCONE_BIT = 0x00400000 , // show npc's viewcone
OVERLAY_NPC_KILL_BIT = 0x00800000 , // kill the NPC, running all appropriate AI.
OVERLAY_WC_CHANGE_ENTITY = 0x01000000 , // object changed during WC edit
OVERLAY_BUDDHA_MODE = 0x02000000 , // take damage but don't die
OVERLAY_NPC_STEERING_REGULATIONS = 0x04000000 , // Show the steering regulations associated with the NPC
OVERLAY_TASK_TEXT_BIT = 0x08000000 , // show task and schedule names when they start
OVERLAY_PROP_DEBUG = 0x10000000 ,
OVERLAY_NPC_RELATION_BIT = 0x20000000 , // show relationships between target and all children
OVERLAY_VIEWOFFSET = 0x40000000 , // show view offset
} ;
struct TimedOverlay_t ;
/* ========= CBaseEntity ========
All objects in the game are derived from this .
a list of all CBaseEntitys is kept in gEntList
= = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = = */
// creates an entity by string name, but does not spawn it
// If iForceEdictIndex is not -1, then it will use the edict by that index. If the index is
// invalid or there is already an edict using that index, it will error out.
CBaseEntity * CreateEntityByName ( const char * className , int iForceEdictIndex = - 1 , bool bNotify = true ) ;
CBaseNetworkable * CreateNetworkableByName ( const char * className ) ;
CBaseEntity * ToEnt ( HSCRIPT hScript ) ;
// creates an entity by name, and ensure it's correctness
// does not spawn the entity
// use the CREATE_ENTITY() macro which wraps this, instead of using it directly
template < class T >
T * _CreateEntity ( T * newClass , const char * className )
{
T * newEnt = dynamic_cast < T * > ( CreateEntityByName ( className , - 1 ) ) ;
if ( ! newEnt )
{
Warning ( " classname %s used to create wrong class type \n " , className ) ;
Assert ( 0 ) ;
}
return newEnt ;
}
# define CREATE_ENTITY( newClass, className ) _CreateEntity( (newClass*)NULL, className )
# define CREATE_UNSAVED_ENTITY( newClass, className ) _CreateEntityTemplate( (newClass*)NULL, className )
// creates an entity and calls all the necessary spawn functions
extern void SpawnEntityByName ( const char * className , CEntityMapData * mapData = NULL ) ;
// calls the spawn functions for an entity
extern int DispatchSpawn ( CBaseEntity * pEntity , bool bRunVScripts = true ) ;
inline CBaseEntity * GetContainingEntity ( edict_t * pent ) ;
//-----------------------------------------------------------------------------
// Purpose: think contexts
//-----------------------------------------------------------------------------
struct thinkfunc_t
{
BASEPTR m_pfnThink ;
string_t m_iszContext ;
int m_nNextThinkTick ;
int m_nLastThinkTick ;
DECLARE_SIMPLE_DATADESC ( ) ;
} ;
struct EmitSound_t ;
struct rotatingpushmove_t ;
# define CREATE_PREDICTED_ENTITY( className ) \
CBaseEntity : : CreatePredictedEntityByName ( className , __FILE__ , __LINE__ ) ;
//
// Base Entity. All entity types derive from this
//
class CBaseEntity : public IServerEntity
{
public :
DECLARE_CLASS_NOBASE ( CBaseEntity ) ;
//----------------------------------------
// Class vars and functions
//----------------------------------------
static inline void Debug_Pause ( bool bPause ) ;
static inline bool Debug_IsPaused ( void ) ;
static inline void Debug_SetSteps ( int nSteps ) ;
static inline bool Debug_ShouldStep ( void ) ;
static inline bool Debug_Step ( void ) ;
static bool m_bInDebugSelect ;
static int m_nDebugPlayer ;
protected :
static bool m_bDebugPause ; // Whether entity i/o is paused for debugging.
static int m_nDebugSteps ; // Number of entity outputs to fire before pausing again.
static bool sm_bDisableTouchFuncs ; // Disables PhysicsTouch and PhysicsStartTouch function calls
public :
static bool sm_bAccurateTriggerBboxChecks ; // SOLID_BBOX entities do a fully accurate trigger vs bbox check when this is set
public :
// If bServerOnly is true, then the ent never goes to the client. This is used
// by logical entities.
CBaseEntity ( bool bServerOnly = false ) ;
virtual ~ CBaseEntity ( ) ;
// prediction system
DECLARE_PREDICTABLE ( ) ;
// network data
DECLARE_SERVERCLASS ( ) ;
// data description
DECLARE_DATADESC ( ) ;
// script description
DECLARE_ENT_SCRIPTDESC ( ) ;
// memory handling
void * operator new ( size_t stAllocateBlock ) ;
void * operator new ( size_t stAllocateBlock , int nBlockUse , const char * pFileName , int nLine ) ;
void operator delete ( void * pMem ) ;
void operator delete ( void * pMem , int nBlockUse , const char * pFileName , int nLine ) { operator delete ( pMem ) ; }
// Class factory
static CBaseEntity * CreatePredictedEntityByName ( const char * classname , const char * module , int line , bool persist = false ) ;
// IHandleEntity overrides.
public :
virtual void SetRefEHandle ( const CBaseHandle & handle ) ;
virtual const CBaseHandle & GetRefEHandle ( ) const ;
// IServerUnknown overrides
virtual ICollideable * GetCollideable ( ) ;
virtual IServerNetworkable * GetNetworkable ( ) ;
virtual CBaseEntity * GetBaseEntity ( ) ;
// IServerEntity overrides.
public :
virtual void SetModelIndex ( int index ) ;
virtual int GetModelIndex ( void ) const ;
virtual string_t GetModelName ( void ) const ;
const char * ScriptGetModelName ( void ) const ;
virtual string_t GetAIAddOn ( void ) const ;
public :
// virtual methods for derived classes to override
virtual bool TestCollision ( const Ray_t & ray , unsigned int mask , trace_t & trace ) ;
virtual bool TestHitboxes ( const Ray_t & ray , unsigned int fContentsMask , trace_t & tr ) ;
virtual void ComputeWorldSpaceSurroundingBox ( Vector * pWorldMins , Vector * pWorldMaxs ) ;
// non-virtual methods. Don't override these!
public :
// An inline version the game code can use
CCollisionProperty * CollisionProp ( ) ;
const CCollisionProperty * CollisionProp ( ) const ;
CServerNetworkProperty * NetworkProp ( ) ;
const CServerNetworkProperty * NetworkProp ( ) const ;
bool IsCurrentlyTouching ( void ) const ;
const Vector & GetAbsOrigin ( void ) const ;
const QAngle & GetAbsAngles ( void ) const ; // see also GetVectors()
inline Vector Forward ( ) const ; ///< get my forward (+x) vector
inline Vector Left ( ) const ; ///< get my left (+y) vector
inline Vector Up ( ) const ; ///< get my up (+z) vector
SolidType_t GetSolid ( ) const ;
int GetSolidFlags ( void ) const ;
int GetEFlags ( ) const ;
void SetEFlags ( int iEFlags ) ;
void AddEFlags ( int nEFlagMask ) ;
void RemoveEFlags ( int nEFlagMask ) ;
bool IsEFlagSet ( int nEFlagMask ) const ;
// Quick way to ask if we have a player entity as a child anywhere in our hierarchy.
void RecalcHasPlayerChildBit ( ) ;
bool DoesHavePlayerChild ( ) ;
void SetNavIgnore ( float duration = FLT_MAX ) ;
void ClearNavIgnore ( ) ;
bool IsNavIgnored ( ) const ;
// Is the entity floating?
bool IsFloating ( ) ;
// Called by physics to see if we should avoid a collision test....
virtual bool ShouldCollide ( int collisionGroup , int contentsMask ) const ;
// Move type / move collide
MoveType_t GetMoveType ( ) const ;
MoveCollide_t GetMoveCollide ( ) const ;
void SetMoveType ( MoveType_t val , MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT ) ;
void SetMoveCollide ( MoveCollide_t val ) ;
// Returns the entity-to-world transform
matrix3x4_t & EntityToWorldTransform ( ) ;
const matrix3x4_t & EntityToWorldTransform ( ) const ;
// Some helper methods that transform a point from entity space to world space + back
void EntityToWorldSpace ( const Vector & in , Vector * pOut ) const ;
void WorldToEntitySpace ( const Vector & in , Vector * pOut ) const ;
// This function gets your parent's transform. If you're parented to an attachment,
// this calculates the attachment's transform and gives you that.
//
// You must pass in tempMatrix for scratch space - it may need to fill that in and return it instead of
// pointing you right at a variable in your parent.
matrix3x4_t & GetParentToWorldTransform ( matrix3x4_t & tempMatrix ) ;
// Externalized data objects ( see sharreddefs.h for DataObjectType_t )
bool HasDataObjectType ( int type ) const ;
void AddDataObjectType ( int type ) ;
void RemoveDataObjectType ( int type ) ;
void * GetDataObject ( int type ) ;
void * CreateDataObject ( int type ) ;
void DestroyDataObject ( int type ) ;
void DestroyAllDataObjects ( void ) ;
public :
void SetScaledPhysics ( IPhysicsObject * pNewObject ) ;
// virtual methods; you can override these
public :
// Owner entity.
// FIXME: These are virtual only because of CNodeEnt
CBaseEntity * GetOwnerEntity ( ) const ;
virtual void SetOwnerEntity ( CBaseEntity * pOwner ) ;
void SetEffectEntity ( CBaseEntity * pEffectEnt ) ;
CBaseEntity * GetEffectEntity ( ) const ;
HSCRIPT GetScriptOwnerEntity ( ) ;
virtual void SetScriptOwnerEntity ( HSCRIPT pOwner ) ;
// Only CBaseEntity implements these. CheckTransmit calls the virtual ShouldTransmit to see if the
// entity wants to be sent. If so, it calls SetTransmit, which will mark any dependents for transmission too.
virtual int ShouldTransmit ( const CCheckTransmitInfo * pInfo ) ;
// update the global transmit state if a transmission rule changed
int SetTransmitState ( int nFlag ) ;
int GetTransmitState ( void ) ;
int DispatchUpdateTransmitState ( ) ;
// Do NOT call this directly. Use DispatchUpdateTransmitState.
virtual int UpdateTransmitState ( ) ;
// Entities (like ropes) use this to own the transmit state of another entity
// by forcing it to not call UpdateTransmitState.
void IncrementTransmitStateOwnedCounter ( ) ;
void DecrementTransmitStateOwnedCounter ( ) ;
public :
// This marks the entity for transmission and passes the SetTransmit call to any dependents.
virtual void SetTransmit ( CCheckTransmitInfo * pInfo , bool bAlways ) ;
// This function finds out if the entity is in the 3D skybox. If so, it sets the EFL_IN_SKYBOX
// flag so the entity gets transmitted to all the clients.
// Entities usually call this during their Activate().
// Returns true if the entity is in the skybox (and EFL_IN_SKYBOX was set).
bool DetectInSkybox ( ) ;
// Returns which skybox the entity is in
CSkyCamera * GetEntitySkybox ( ) ;
bool IsSimulatedEveryTick ( ) const ;
bool IsAnimatedEveryTick ( ) const ;
void SetSimulatedEveryTick ( bool sim ) ;
void SetAnimatedEveryTick ( bool anim ) ;
public :
virtual const char * GetTracerType ( void ) ;
// returns a pointer to the entities edict, if it has one. should be removed!
inline edict_t * edict ( void ) { return NetworkProp ( ) - > edict ( ) ; }
inline const edict_t * edict ( void ) const { return NetworkProp ( ) - > edict ( ) ; }
inline int entindex ( ) const { return m_Network . entindex ( ) ; } ;
inline int GetSoundSourceIndex ( ) const { return entindex ( ) ; }
void SetFadeDistance ( float minFadeDist , float maxFadeDist ) ;
void SetGlobalFadeScale ( float flFadeScale ) ;
float GetGlobalFadeScale ( ) const ;
// These methods encapsulate MOVETYPE_FOLLOW, which became obsolete
void FollowEntity ( CBaseEntity * pBaseEntity , bool bBoneMerge = true ) ;
void StopFollowingEntity ( ) ; // will also change to MOVETYPE_NONE
bool IsFollowingEntity ( ) ;
CBaseEntity * GetFollowedEntity ( ) ;
// initialization
virtual void Spawn ( void ) ;
virtual void Precache ( void ) { }
virtual void SetModel ( const char * szModelName ) ;
virtual void InitSharedVars ( void ) { } ;
virtual void PostConstructor ( const char * szClassname ) ;
virtual void PostClientActive ( void ) ;
void ParseMapData ( CEntityMapData * mapData ) ;
virtual void OnParseMapDataFinished ( ) ;
virtual bool KeyValue ( const char * szKeyName , const char * szValue ) ;
virtual bool KeyValue ( const char * szKeyName , float flValue ) ;
virtual bool KeyValue ( const char * szKeyName , int nValue ) ;
virtual bool KeyValue ( const char * szKeyName , const Vector & vecValue ) ;
virtual bool GetKeyValue ( const char * szKeyName , char * szValue , int iMaxLen ) ;
bool KeyValueFromString ( const char * szKeyName , const char * szValue ) { return KeyValue ( szKeyName , szValue ) ; }
bool KeyValueFromFloat ( const char * szKeyName , float flValue ) { return KeyValue ( szKeyName , flValue ) ; }
bool KeyValueFromInt ( const char * szKeyName , int nValue ) { return KeyValue ( szKeyName , nValue ) ; }
bool KeyValueFromVector ( const char * szKeyName , const Vector & vecValue ) { return KeyValue ( szKeyName , vecValue ) ; }
void ValidateEntityConnections ( ) ;
void FireNamedOutput ( const char * pszOutput , variant_t variant , CBaseEntity * pActivator , CBaseEntity * pCaller , float flDelay = 0.0f ) ;
CBaseEntityOutput * FindNamedOutput ( const char * pszOutput ) ;
// Activate - called for each entity after each load game and level load
virtual void Activate ( void ) ;
// Called once per frame after the server frame loop has finished and after all messages being
// sent to clients have been sent.
// NOTE: This will not be called unless the entity requests it via gEntList.AddPostClientMessageEntity
void PostClientMessagesSent ( void ) ;
// Hierarchy traversal
CBaseEntity * GetMoveParent ( void ) ;
CBaseEntity * GetRootMoveParent ( ) ;
CBaseEntity * FirstMoveChild ( void ) ;
CBaseEntity * NextMovePeer ( void ) ;
void SetName ( string_t newTarget ) ;
void SetParent ( string_t newParent , CBaseEntity * pActivator , int iAttachment = - 1 ) ;
// Set the movement parent. Your local origin and angles will become relative to this parent.
// If iAttachment is a valid attachment on the parent, then your local origin and angles
// are relative to the attachment on this entity. If iAttachment == -1, it'll preserve the
// current m_iParentAttachment.
virtual void SetParent ( CBaseEntity * pNewParent , int iAttachment = - 1 ) ;
CBaseEntity * GetParent ( ) ;
int GetParentAttachment ( ) ;
string_t GetEntityName ( ) ;
const char * GetEntityNameAsCStr ( ) ; // This method is temporary for VSCRIPT functionality until we figure out what to do with string_t (sjb)
const char * GetPreTemplateName ( ) ; // Not threadsafe. Get the name stripped of template unique decoration
bool NameMatches ( const char * pszNameOrWildcard ) ;
bool ClassMatches ( const char * pszClassOrWildcard ) ;
bool NameMatches ( string_t nameStr ) ;
bool ClassMatches ( string_t nameStr ) ;
bool NameMatchesExact ( string_t nameStr ) ;
bool ClassMatchesExact ( string_t nameStr ) ;
template < typename T >
bool Downcast ( string_t iszClass , T * * ppResult ) ;
private :
bool NameMatchesComplex ( const char * pszNameOrWildcard ) ;
bool ClassMatchesComplex ( const char * pszClassOrWildcard ) ;
void TransformStepData_WorldToParent ( CBaseEntity * pParent ) ;
void TransformStepData_ParentToParent ( CBaseEntity * pOldParent , CBaseEntity * pNewParent ) ;
void TransformStepData_ParentToWorld ( CBaseEntity * pParent ) ;
public :
int GetSpawnFlags ( void ) const ;
void AddSpawnFlags ( int nFlags ) ;
void RemoveSpawnFlags ( int nFlags ) ;
void ClearSpawnFlags ( void ) ;
bool HasSpawnFlags ( int nFlags ) const ;
int GetEffects ( void ) const ;
void AddEffects ( int nEffects ) ;
void RemoveEffects ( int nEffects ) ;
void ClearEffects ( void ) ;
void SetEffects ( int nEffects ) ;
bool IsEffectActive ( int nEffects ) const ;
// makes the entity inactive
void MakeDormant ( void ) ;
int IsDormant ( void ) ;
protected :
public :
void RemoveDeferred ( void ) ; // Sets the entity invisible, and makes it remove itself on the next frame
// checks to see if the entity is marked for deletion
bool IsMarkedForDeletion ( void ) ;
// capabilities
virtual int ObjectCaps ( void ) ;
// Verifies that the data description is valid in debug builds.
# ifdef _DEBUG
void ValidateDataDescription ( void ) ;
# endif // _DEBUG
// handles an input (usually caused by outputs)
// returns true if the the value in the pass in should be set, false if the input is to be ignored
virtual bool AcceptInput ( const char * szInputName , CBaseEntity * pActivator , CBaseEntity * pCaller , variant_t Value , int outputID ) ;
//
// Input handlers.
//
void InputAlternativeSorting ( inputdata_t & inputdata ) ;
void InputAlpha ( inputdata_t & inputdata ) ;
void InputColor ( inputdata_t & inputdata ) ;
void InputSetParent ( inputdata_t & inputdata ) ;
void SetParentAttachment ( const char * szInputName , const char * szAttachment , bool bMaintainOffset ) ;
void InputSetParentAttachment ( inputdata_t & inputdata ) ;
void InputSetParentAttachmentMaintainOffset ( inputdata_t & inputdata ) ;
void InputClearParent ( inputdata_t & inputdata ) ;
void InputSetTeam ( inputdata_t & inputdata ) ;
void InputUse ( inputdata_t & inputdata ) ;
void InputKill ( inputdata_t & inputdata ) ;
void InputKillHierarchy ( inputdata_t & inputdata ) ;
void InputSetDamageFilter ( inputdata_t & inputdata ) ;
void InputDispatchEffect ( inputdata_t & inputdata ) ;
void InputEnableDamageForces ( inputdata_t & inputdata ) ;
void InputDisableDamageForces ( inputdata_t & inputdata ) ;
void InputAddContext ( inputdata_t & inputdata ) ;
void InputRemoveContext ( inputdata_t & inputdata ) ;
void InputClearContext ( inputdata_t & inputdata ) ;
void InputDispatchResponse ( inputdata_t & inputdata ) ;
void InputDisableShadow ( inputdata_t & inputdata ) ;
void InputEnableShadow ( inputdata_t & inputdata ) ;
void InputAddOutput ( inputdata_t & inputdata ) ;
void InputFireUser1 ( inputdata_t & inputdata ) ;
void InputFireUser2 ( inputdata_t & inputdata ) ;
void InputFireUser3 ( inputdata_t & inputdata ) ;
void InputFireUser4 ( inputdata_t & inputdata ) ;
void InputRunScript ( inputdata_t & inputdata ) ;
void InputRunScriptFile ( inputdata_t & inputdata ) ;
void InputCallScriptFunction ( inputdata_t & inputdata ) ;
bool RunScriptFile ( const char * pScriptFile , bool bUseRootScope = false ) ;
bool RunScript ( const char * pScriptText , const char * pDebugFilename = " CBaseEntity::RunScript " ) ;
// tries to read a field from the entities data description - result is placed in variant_t
bool ReadKeyField ( const char * varName , variant_t * var ) ;
// classname access
void SetClassname ( const char * className ) ;
const char * GetClassname ( ) ;
virtual const char * GetPlayerName ( ) const { return NULL ; }
// Debug Overlays
void EntityText ( int text_offset , const char * text , float flDuration , int r = 255 , int g = 255 , int b = 255 , int a = 255 ) ;
const char * GetDebugName ( void ) ; // do not make this virtual -- designed to handle NULL this
void DrawVPhysicsObjectCenterAndContactPoints ( IPhysicsObject * obj ) ;
virtual void DrawDebugGeometryOverlays ( void ) ;
virtual int DrawDebugTextOverlays ( void ) ;
void DrawTimedOverlays ( void ) ;
void DrawBBoxOverlay ( float flDuration = 0.0f ) ;
void DrawAbsBoxOverlay ( ) ;
void DrawRBoxOverlay ( ) ;
void DrawInputOverlay ( const char * szInputName , CBaseEntity * pCaller , variant_t Value ) ;
void DrawOutputOverlay ( CEventAction * ev ) ;
void SendDebugPivotOverlay ( void ) ;
void AddTimedOverlay ( const char * msg , int endTime ) ;
void SetSolid ( SolidType_t val ) ;
// save/restore
// only overload these if you have special data to serialize
virtual int Save ( ISave & save ) ;
virtual int Restore ( IRestore & restore ) ;
virtual bool ShouldSavePhysics ( ) ;
// handler to reset stuff before you are restored
// NOTE: Always chain to base class when implementing this!
virtual void OnSave ( IEntitySaveUtils * pSaveUtils ) ;
// handler to reset stuff after you are restored
// called after all entities have been loaded from all affected levels
// called before activate
// NOTE: Always chain to base class when implementing this!
virtual void OnRestore ( ) ;
int GetTextureFrameIndex ( void ) ;
void SetTextureFrameIndex ( int iIndex ) ;
// Entities block Line-Of-Sight for NPCs by default.
// Set this to false if you want to change this behavior.
void SetBlocksLOS ( bool bBlocksLOS ) ;
bool BlocksLOS ( void ) ;
void SetAIWalkable ( bool bBlocksLOS ) ;
bool IsAIWalkable ( void ) ;
// This comes from the "id" key/value that Hammer adds to entities.
// It is used by Foundry to match up live (engine) entities with Hammer entities.
inline int GetHammerID ( ) const { return m_iHammerID ; }
private :
int SaveDataDescBlock ( ISave & save , datamap_t * dmap ) ;
int RestoreDataDescBlock ( IRestore & restore , datamap_t * dmap ) ;
public :
// Networking related methods
void NetworkStateChanged ( ) ;
void NetworkStateChanged ( void * pVar ) ;
public :
void CalcAbsolutePosition ( ) ;
// returns the edict index the entity requires when used in save/restore (eg players, world)
// -1 means it doesn't require any special index
virtual int RequiredEdictIndex ( void ) { return - 1 ; }
// interface function pts
void ( CBaseEntity : : * m_pfnMoveDone ) ( void ) ;
virtual void MoveDone ( void ) { if ( m_pfnMoveDone ) ( this - > * m_pfnMoveDone ) ( ) ; } ;
// Why do we have two separate static Instance functions?
static CBaseEntity * Instance ( const CBaseHandle & hEnt ) ;
static CBaseEntity * Instance ( const edict_t * pent ) ;
static CBaseEntity * Instance ( edict_t * pent ) ;
static CBaseEntity * Instance ( int iEnt ) ;
// Think function handling
void ( CBaseEntity : : * m_pfnThink ) ( void ) ;
virtual void Think ( void ) { if ( m_pfnThink ) ( this - > * m_pfnThink ) ( ) ; } ;
// Think functions with contexts
int RegisterThinkContext ( const char * szContext ) ;
BASEPTR ThinkSet ( BASEPTR func , float flNextThinkTime = 0 , const char * szContext = NULL ) ;
void SetNextThink ( float nextThinkTime , const char * szContext = NULL ) ;
float GetNextThink ( const char * szContext = NULL ) ;
float GetLastThink ( const char * szContext = NULL ) ;
int GetNextThinkTick ( const char * szContext = NULL ) ;
int GetLastThinkTick ( const char * szContext = NULL ) ;
float GetAnimTime ( ) const ;
void SetAnimTime ( float at ) ;
float GetSimulationTime ( ) const ;
void SetSimulationTime ( float st ) ;
float GetCreateTime ( ) { return m_flCreateTime ; }
void SetCreateTime ( float flCreateTime ) { m_flCreateTime = flCreateTime ; }
void SetRenderMode ( RenderMode_t nRenderMode ) ;
RenderMode_t GetRenderMode ( ) const ;
void SetRenderFX ( RenderFx_t nRenderFX ) ;
RenderFx_t GetRenderFX ( ) const ;
private :
// NOTE: Keep this near vtable so it's in cache with vtable.
CServerNetworkProperty m_Network ;
public :
// members
string_t m_iClassname ; // identifier for entity creation and save/restore
string_t m_iGlobalname ; // identifier for carrying entity across level transitions
string_t m_iParent ; // the name of the entities parent; linked into m_pParent during Activate()
// This comes from the "id" key/value that Hammer adds to entities.
// It is used by Foundry to match up live (engine) entities with Hammer entities.
int m_iHammerID ; // Hammer unique edit id number
public :
const color24 GetRenderColor ( ) const ;
void SetRenderColor ( byte r , byte g , byte b ) ;
void SetRenderColorR ( byte r ) ;
void SetRenderColorG ( byte g ) ;
void SetRenderColorB ( byte b ) ;
void SetRenderAlpha ( byte a ) ;
byte GetRenderAlpha ( ) const ;
// was pev->animtime: consider moving to CBaseAnimating
float m_flPrevAnimTime ;
CNetworkVar ( float , m_flAnimTime ) ; // this is the point in time that the client will interpolate to position,angle,frame,etc.
CNetworkVar ( float , m_flSimulationTime ) ;
CNetworkVar ( float , m_flCreateTime ) ;
int m_nLastThinkTick ;
# if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID )
// Certain entities (projectiles) can be created on the client and thus need a matching id number
CNetworkVar ( CPredictableId , m_PredictableID ) ;
# endif
// used so we know when things are no longer touching
int touchStamp ;
protected :
// think function handling
enum thinkmethods_t
{
THINK_FIRE_ALL_FUNCTIONS ,
THINK_FIRE_BASE_ONLY ,
THINK_FIRE_ALL_BUT_BASE ,
} ;
int GetIndexForThinkContext ( const char * pszContext ) ;
CUtlVector < thinkfunc_t > m_aThinkFunctions ;
# ifdef _DEBUG
int m_iCurrentThinkContext ;
# endif
void RemoveExpiredConcepts ( void ) ;
bool ContextExpired ( int index ) const ;
public :
void AddContext ( const char * nameandvalue ) ; ///< when name and value are catenated together into one string like name:value
void AddContext ( const char * pName , const char * pValue , float duration ) ;
int GetContextCount ( ) const ; // Call RemoveExpiredConcepts to clean out expired concepts
int FindContextByName ( const char * name ) const ;
const char * GetContextName ( int index ) const ; // note: context may be expired
const char * GetContextValue ( int index ) const ; // note: context may be expired
inline const ResponseContext_t * GetContextData ( int index ) const ; // note: context may be expired
void ClearAllContexts ( void ) ;
protected :
CUtlVector < ResponseContext_t > m_ResponseContexts ;
// Map defined context sets
string_t m_iszResponseContext ;
private :
CBaseEntity ( CBaseEntity & ) ;
// list handling
friend class CGlobalEntityList ;
friend class CThinkSyncTester ;
// was pev->nextthink
CNetworkVarForDerived ( int , m_nNextThinkTick ) ;
// was pev->effects
CNetworkVar ( int , m_fEffects ) ;
////////////////////////////////////////////////////////////////////////////
public :
// Returns a CBaseAnimating if the entity is derived from CBaseAnimating.
virtual CBaseAnimating * GetBaseAnimating ( ) { return 0 ; }
virtual CBaseAnimatingOverlay * GetBaseAnimatingOverlay ( ) { return NULL ; }
virtual ResponseRules : : IResponseSystem * GetResponseSystem ( ) ;
virtual void DispatchResponse ( const char * conceptName ) ;
// Classify - returns the type of group (i.e, "houndeye", or "human military" so that NPCs with different classnames
// still realize that they are teammates. (overridden for NPCs that form groups)
virtual Class_T Classify ( void ) ;
virtual void DeathNotice ( CBaseEntity * pVictim ) { } // NPC maker children use this to tell the NPC maker that they have died.
virtual bool ShouldAttractAutoAim ( CBaseEntity * pAimingEnt ) { return ( ( GetFlags ( ) & FL_AIMTARGET ) ! = 0 ) ; }
virtual float GetAutoAimRadius ( ) ;
virtual Vector GetAutoAimCenter ( ) { return WorldSpaceCenter ( ) ; }
virtual ITraceFilter * GetBeamTraceFilter ( void ) ;
// Call this to do a TraceAttack on an entity, performs filtering. Don't call TraceAttack() directly except when chaining up to base class
void DispatchTraceAttack ( const CTakeDamageInfo & info , const Vector & vecDir , trace_t * ptr ) ;
virtual bool PassesDamageFilter ( const CTakeDamageInfo & info ) ;
protected :
virtual void TraceAttack ( const CTakeDamageInfo & info , const Vector & vecDir , trace_t * ptr ) ;
public :
virtual bool CanBeHitByMeleeAttack ( CBaseEntity * pAttacker ) { return true ; }
// returns the amount of damage inflicted
virtual int OnTakeDamage ( const CTakeDamageInfo & info ) ;
// This is what you should call to apply damage to an entity.
void TakeDamage ( const CTakeDamageInfo & info ) ;
virtual int TakeHealth ( float flHealth , int bitsDamageType ) ;
virtual bool IsAlive ( void ) ;
// Entity killed (only fired once)
virtual void Event_Killed ( const CTakeDamageInfo & info ) ;
void SendOnKilledGameEvent ( const CTakeDamageInfo & info ) ;
// Notifier that I've killed some other entity. (called from Victim's Event_Killed).
virtual void Event_KilledOther ( CBaseEntity * pVictim , const CTakeDamageInfo & info ) { return ; }
// UNDONE: Make this data?
virtual int BloodColor ( void ) ;
void TraceBleed ( float flDamage , const Vector & vecDir , trace_t * ptr , int bitsDamageType ) ;
virtual bool IsTriggered ( CBaseEntity * pActivator ) { return true ; }
virtual bool IsNPC ( void ) const { return false ; }
virtual CAI_BaseNPC * MyNPCPointer ( void ) ;
virtual CBaseCombatCharacter * MyCombatCharacterPointer ( void ) { return NULL ; }
virtual INextBot * MyNextBotPointer ( void ) { return NULL ; }
virtual float GetDelay ( void ) { return 0 ; }
virtual bool IsMoving ( void ) ;
bool IsWorld ( ) const { extern CWorld * g_WorldEntity ; return ( void * ) this = = ( void * ) g_WorldEntity ; }
virtual char const * DamageDecal ( int bitsDamageType , int gameMaterial ) ;
virtual void DecalTrace ( trace_t * pTrace , char const * decalName ) ;
virtual void ImpactTrace ( trace_t * pTrace , int iDamageType , char * pCustomImpactName = NULL ) ;
void AddPoints ( int score , bool bAllowNegativeScore ) ;
void AddPointsToTeam ( int score , bool bAllowNegativeScore ) ;
void RemoveAllDecals ( void ) ;
virtual bool OnControls ( CBaseEntity * pControls ) { return false ; }
virtual bool HasTarget ( string_t targetname ) ;
virtual bool IsPlayer ( void ) const { return false ; }
virtual bool IsNetClient ( void ) const { return false ; }
virtual bool IsTemplate ( void ) { return false ; }
virtual bool IsBaseObject ( void ) const { return false ; }
virtual bool IsBaseTrain ( void ) const { return false ; }
bool IsBSPModel ( ) const ;
bool IsInWorld ( void ) const ;
virtual bool IsBaseCombatWeapon ( void ) const { return false ; }
virtual CBaseCombatWeapon * MyCombatWeaponPointer ( void ) { return NULL ; }
// If this is a vehicle, returns the vehicle interface
virtual IServerVehicle * GetServerVehicle ( ) { return NULL ; }
// UNDONE: Make this data instead of procedural?
virtual bool IsViewable ( void ) ; // is this something that would be looked at (model, sprite, etc.)?
// Team Handling
CTeam * GetTeam ( void ) const ; // Get the Team this entity is on
int GetTeamNumber ( void ) const ; // Get the Team number of the team this entity is on
virtual void ChangeTeam ( int iTeamNum ) ; // Assign this entity to a team.
bool IsInTeam ( CTeam * pTeam ) const ; // Returns true if this entity's in the specified team
bool InSameTeam ( CBaseEntity * pEntity ) const ; // Returns true if the specified entity is on the same team as this one
bool IsInAnyTeam ( void ) const ; // Returns true if this entity is in any team
const char * TeamID ( void ) const ; // Returns the name of the team this entity is on.
// Entity events... these are events targetted to a particular entity
// Each event defines its own well-defined event data structure
virtual void OnEntityEvent ( EntityEvent_t event , void * pEventData ) ;
// can stand on this entity?
bool IsStandable ( ) const ;
// UNDONE: Do these three functions actually need to be virtual???
virtual bool CanStandOn ( CBaseEntity * pSurface ) const { return ( pSurface & & ! pSurface - > IsStandable ( ) ) ? false : true ; }
virtual bool CanStandOn ( edict_t * ent ) const { return CanStandOn ( GetContainingEntity ( ent ) ) ; }
virtual CBaseEntity * GetEnemy ( void ) { return NULL ; }
virtual CBaseEntity * GetEnemy ( void ) const { return NULL ; }
void ViewPunch ( const QAngle & angleOffset ) ;
void VelocityPunch ( const Vector & vecForce ) ;
CBaseEntity * GetNextTarget ( void ) ;
// fundamental callbacks
void ( CBaseEntity : : * m_pfnTouch ) ( CBaseEntity * pOther ) ;
void ( CBaseEntity : : * m_pfnUse ) ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void ( CBaseEntity : : * m_pfnBlocked ) ( CBaseEntity * pOther ) ;
virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
virtual void StartTouch ( CBaseEntity * pOther ) ;
virtual void Touch ( CBaseEntity * pOther ) ;
virtual void EndTouch ( CBaseEntity * pOther ) ;
virtual void StartBlocked ( CBaseEntity * pOther ) { }
virtual void Blocked ( CBaseEntity * pOther ) ;
virtual void EndBlocked ( void ) { }
// Physics simulation
virtual void PhysicsSimulate ( void ) ;
public :
// HACKHACK:Get the trace_t from the last physics touch call (replaces the even-hackier global trace vars)
static const trace_t & GetTouchTrace ( void ) ;
// FIXME: Should be private, but I can't make em private just yet
void PhysicsImpact ( CBaseEntity * other , trace_t & trace ) ;
void PhysicsMarkEntitiesAsTouching ( CBaseEntity * other , trace_t & trace ) ;
void PhysicsMarkEntitiesAsTouchingEventDriven ( CBaseEntity * other , trace_t & trace ) ;
void PhysicsTouchTriggers ( const Vector * pPrevAbsOrigin = NULL ) ;
virtual void PhysicsLandedOnGround ( float flFallingSpeed ) { return ; }
// Physics helper
static void PhysicsRemoveTouchedList ( CBaseEntity * ent ) ;
static void PhysicsNotifyOtherOfUntouch ( CBaseEntity * ent , CBaseEntity * other ) ;
static void PhysicsRemoveToucher ( CBaseEntity * other , touchlink_t * link ) ;
groundlink_t * AddEntityToGroundList ( CBaseEntity * other ) ;
void PhysicsStartGroundContact ( CBaseEntity * pentOther ) ;
static void PhysicsNotifyOtherOfGroundRemoval ( CBaseEntity * ent , CBaseEntity * other ) ;
static void PhysicsRemoveGround ( CBaseEntity * other , groundlink_t * link ) ;
static void PhysicsRemoveGroundList ( CBaseEntity * ent ) ;
void StartGroundContact ( CBaseEntity * ground ) ;
void EndGroundContact ( CBaseEntity * ground ) ;
void SetGroundChangeTime ( float flTime ) ;
float GetGroundChangeTime ( void ) ;
// Remove this as ground entity for all object resting on this object
void WakeRestingObjects ( ) ;
bool HasNPCsOnIt ( ) ;
virtual void UpdateOnRemove ( void ) ;
virtual void StopLoopingSounds ( void ) { }
// common member functions
void SUB_Remove ( void ) ;
void SUB_DoNothing ( void ) ;
void SUB_StartFadeOut ( float delay = 10.0f , bool bNotSolid = true ) ;
void SUB_StartFadeOutInstant ( ) ;
void SUB_FadeOut ( void ) ;
void SUB_Vanish ( void ) ;
void SUB_CallUseToggle ( void ) { this - > Use ( this , this , USE_TOGGLE , 0 ) ; }
void SUB_PerformFadeOut ( void ) ;
virtual bool SUB_AllowedToFade ( void ) ;
// change position, velocity, orientation instantly
// passing NULL means no change
virtual void Teleport ( const Vector * newPosition , const QAngle * newAngles , const Vector * newVelocity ) ;
// notify that another entity (that you were watching) was teleported
virtual void NotifySystemEvent ( CBaseEntity * pNotify , notify_system_event_t eventType , const notify_system_event_params_t & params ) ;
int ShouldToggle ( USE_TYPE useType , int currentState ) ;
// UNDONE: Move these virtuals to CBaseCombatCharacter?
virtual void MakeTracer ( const Vector & vecTracerSrc , const trace_t & tr , int iTracerType ) ;
virtual int GetTracerAttachment ( void ) ;
virtual void FireBullets ( const FireBulletsInfo_t & info ) ;
virtual void DoImpactEffect ( trace_t & tr , int nDamageType ) ; // give shooter a chance to do a custom impact.
// OLD VERSION! Use the struct version
void FireBullets ( int cShots , const Vector & vecSrc , const Vector & vecDirShooting ,
const Vector & vecSpread , float flDistance , int iAmmoType , int iTracerFreq = 4 ,
int firingEntID = - 1 , int attachmentID = - 1 , float flDamage = 0 ,
CBaseEntity * pAttacker = NULL , bool bFirstShotAccurate = false , bool bPrimaryAttack = true ) ;
virtual CBaseEntity * Respawn ( void ) { return NULL ; }
// Method used to deal with attacks passing through triggers
void TraceAttackToTriggers ( const CTakeDamageInfo & info , const Vector & start , const Vector & end , const Vector & dir ) ;
// Do the bounding boxes of these two intersect?
bool Intersects ( CBaseEntity * pOther ) ;
virtual bool IsLockedByMaster ( void ) { return false ; }
// Health accessors.
virtual int GetMaxHealth ( ) const { return m_iMaxHealth ; }
void SetMaxHealth ( int amt ) { m_iMaxHealth = amt ; }
int GetHealth ( ) const { return m_iHealth ; }
virtual void SetHealth ( int amt ) { m_iHealth = amt ; }
// Ugly code to lookup all functions to make sure they are in the table when set.
# ifdef _DEBUG
void FunctionCheck ( void * pFunction , const char * name ) ;
ENTITYFUNCPTR TouchSet ( ENTITYFUNCPTR func , char * name )
{
# ifdef GNUC
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 8 ) ;
# else
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 4 ) ;
# endif
m_pfnTouch = func ;
FunctionCheck ( * ( reinterpret_cast < void * * > ( & m_pfnTouch ) ) , name ) ;
return func ;
}
USEPTR UseSet ( USEPTR func , char * name )
{
# ifdef GNUC
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 8 ) ;
# else
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 4 ) ;
# endif
m_pfnUse = func ;
FunctionCheck ( * ( reinterpret_cast < void * * > ( & m_pfnUse ) ) , name ) ;
return func ;
}
ENTITYFUNCPTR BlockedSet ( ENTITYFUNCPTR func , char * name )
{
# ifdef GNUC
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 8 ) ;
# else
COMPILE_TIME_ASSERT ( sizeof ( func ) = = 4 ) ;
# endif
m_pfnBlocked = func ;
FunctionCheck ( * ( reinterpret_cast < void * * > ( & m_pfnBlocked ) ) , name ) ;
return func ;
}
# endif
virtual void ModifyOrAppendCriteria ( AI_CriteriaSet & set ) ;
// this computes criteria that depend on the other criteria having been set.
// needs to be done in a second pass because we may have multiple overrids for
// a context before it all settles out.
virtual void ModifyOrAppendDerivedCriteria ( AI_CriteriaSet & set ) { } ;
void AppendContextToCriteria ( AI_CriteriaSet & set , const char * prefix = " " ) ;
void DumpResponseCriteria ( void ) ;
private :
friend class CAI_Senses ;
CBaseEntity * m_pLink ; // used for temporary link-list operations.
public :
// variables promoted from edict_t
string_t m_target ;
CNetworkVarForDerived ( int , m_iMaxHealth ) ; // CBaseEntity doesn't care about changes to this variable, but there are derived classes that do.
CNetworkVarForDerived ( int , m_iHealth ) ;
CNetworkVarForDerived ( char , m_lifeState ) ;
CNetworkVarForDerived ( char , m_takedamage ) ;
// Damage filtering
string_t m_iszDamageFilterName ; // The name of the entity to use as our damage filter.
EHANDLE m_hDamageFilter ; // The entity that controls who can damage us.
// Debugging / devolopment fields
int m_debugOverlays ; // For debug only (bitfields)
TimedOverlay_t * m_pTimedOverlay ; // For debug only
// virtual functions used by a few classes
// creates an entity of a specified class, by name
static CBaseEntity * Create ( const char * szName , const Vector & vecOrigin , const QAngle & vecAngles , CBaseEntity * pOwner = NULL ) ;
static CBaseEntity * CreateNoSpawn ( const char * szName , const Vector & vecOrigin , const QAngle & vecAngles , CBaseEntity * pOwner = NULL ) ;
// Collision group accessors
int GetCollisionGroup ( ) const ;
void SetCollisionGroup ( int collisionGroup ) ;
void CollisionRulesChanged ( ) ;
// Damage accessors
virtual int GetDamageType ( ) const ;
virtual float GetDamage ( ) { return 0 ; }
virtual void SetDamage ( float flDamage ) { }
virtual Vector EyePosition ( void ) ; // position of eyes
virtual const QAngle & EyeAngles ( void ) ; // Direction of eyes in world space
virtual const QAngle & LocalEyeAngles ( void ) ; // Direction of eyes
virtual Vector EarPosition ( void ) ; // position of ears
void EyePositionZOnly ( Vector * pPosition ) ; // position of eyes, ignoring X and Y
float GetDistanceToEntity ( const CBaseEntity * other ) const ; // Distance between GetAbsOrigins.
// Const versions are intentionally not virtual so you don't have to override two versions. The const one just
// gets rid of const and then calls the virtual regular version.
Vector EyePosition ( void ) const ; // position of eyes
const QAngle & EyeAngles ( void ) const ; // Direction of eyes in world space
const QAngle & LocalEyeAngles ( void ) const ; // Direction of eyes
Vector EarPosition ( void ) const ; // position of ears
virtual Vector BodyTarget ( const Vector & posSrc , bool bNoisy = true ) ; // position to shoot at
virtual Vector HeadTarget ( const Vector & posSrc ) ;
virtual void GetVectors ( Vector * forward , Vector * right , Vector * up ) const ;
virtual const Vector & GetViewOffset ( ) const ;
virtual void SetViewOffset ( const Vector & v ) ;
// TrackIR
const Vector & GetEyeOffset ( ) const ;
void SetEyeOffset ( const Vector & v ) ;
const QAngle & GetEyeAngleOffset ( ) const ;
void SetEyeAngleOffset ( const QAngle & qa ) ;
// TrackIR
// NOTE: Setting the abs velocity in either space will cause a recomputation
// in the other space, so setting the abs velocity will also set the local vel
void SetLocalVelocity ( const Vector & vecVelocity ) ;
void ApplyLocalVelocityImpulse ( const Vector & vecImpulse ) ;
void SetAbsVelocity ( const Vector & vecVelocity ) ;
void ApplyAbsVelocityImpulse ( const Vector & vecImpulse ) ;
void ApplyLocalAngularVelocityImpulse ( const AngularImpulse & angImpulse ) ;
const Vector & ScriptGetLocalAngularVelocity ( void ) ;
void ScriptSetLocalAngularVelocity ( float pitchVel , float yawVel , float rollVel ) ;
const Vector & GetLocalVelocity ( ) const ;
const Vector & GetAbsVelocity ( ) const ;
// NOTE: Setting the abs velocity in either space will cause a recomputation
// in the other space, so setting the abs velocity will also set the local vel
void SetLocalAngularVelocity ( const QAngle & vecAngVelocity ) ;
const QAngle & GetLocalAngularVelocity ( ) const ;
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
// representation, we can't actually solve this problem
// void SetAbsAngularVelocity( const QAngle &vecAngVelocity );
// const QAngle& GetAbsAngularVelocity( ) const;
const Vector & GetBaseVelocity ( ) const ;
void SetBaseVelocity ( const Vector & v ) ;
virtual Vector GetSmoothedVelocity ( void ) ;
// FIXME: Figure out what to do about this
virtual void GetVelocity ( Vector * vVelocity , AngularImpulse * vAngVelocity = NULL ) ;
float GetGravity ( void ) const ;
void SetGravity ( float gravity ) ;
virtual float GetFriction ( void ) const ;
void SetFriction ( float flFriction ) ;
// Mechanism for overriding friction for a short duration
void OverrideFriction ( float duration , float friction ) ;
virtual bool FVisible ( CBaseEntity * pEntity , int traceMask = MASK_BLOCKLOS , CBaseEntity * * ppBlocker = NULL ) ;
virtual bool FVisible ( const Vector & vecTarget , int traceMask = MASK_BLOCKLOS , CBaseEntity * * ppBlocker = NULL ) ;
virtual bool CanBeSeenBy ( CAI_BaseNPC * pNPC ) { return true ; } // allows entities to be 'invisible' to NPC senses.
// This function returns a value that scales all damage done by this entity.
// Use CDamageModifier to hook in damage modifiers on a guy.
virtual float GetAttackDamageScale ( CBaseEntity * pVictim ) ;
// This returns a value that scales all damage done to this entity
// Use CDamageModifier to hook in damage modifiers on a guy.
virtual float GetReceivedDamageScale ( CBaseEntity * pAttacker ) ;
void SetCheckUntouch ( bool check ) ;
bool GetCheckUntouch ( ) const ;
void SetGroundEntity ( CBaseEntity * ground ) ;
CBaseEntity * GetGroundEntity ( void ) ;
CBaseEntity * GetGroundEntity ( void ) const { return const_cast < CBaseEntity * > ( this ) - > GetGroundEntity ( ) ; }
virtual void OnGroundChanged ( CBaseEntity * oldGround , CBaseEntity * newGround ) { }
// Gets the velocity we impart to a player standing on us
virtual void GetGroundVelocityToApply ( Vector & vecGroundVel ) { vecGroundVel = vec3_origin ; }
int GetWaterLevel ( ) const ;
void SetWaterLevel ( int nLevel ) ;
int GetWaterType ( ) const ;
void SetWaterType ( int nType ) ;
virtual bool PhysicsSplash ( const Vector & centerPoint , const Vector & normal , float rawSpeed , float scaledSpeed ) { return false ; }
virtual void Splash ( ) { }
void ClearSolidFlags ( void ) ;
void RemoveSolidFlags ( int flags ) ;
void AddSolidFlags ( int flags ) ;
bool IsSolidFlagSet ( int flagMask ) const ;
void SetSolidFlags ( int flags ) ;
bool IsSolid ( ) const ;
void SetModelName ( string_t name ) ;
model_t * GetModel ( void ) ;
void SetAIAddOn ( string_t name ) ;
// These methods return a *world-aligned* box relative to the absorigin of the entity.
// This is used for collision purposes and is *not* guaranteed
// to surround the entire entity's visual representation
// NOTE: It is illegal to ask for the world-aligned bounds for
// SOLID_BSP objects
const Vector & WorldAlignMins ( ) const ;
const Vector & WorldAlignMaxs ( ) const ;
// This defines collision bounds in OBB space
void SetCollisionBounds ( const Vector & mins , const Vector & maxs ) ;
const Vector & ScriptGetBoundingMins ( void ) ;
const Vector & ScriptGetBoundingMaxs ( void ) ;
// NOTE: The world space center *may* move when the entity rotates.
virtual const Vector & WorldSpaceCenter ( ) const ;
const Vector & WorldAlignSize ( ) const ;
// Returns a radius of a sphere
// *centered at the world space center* bounding the collision representation
// of the entity. NOTE: The world space center *may* move when the entity rotates.
float BoundingRadius ( ) const ;
bool IsPointSized ( ) const ;
// NOTE: Setting the abs origin or angles will cause the local origin + angles to be set also
void SetAbsOrigin ( const Vector & origin ) ;
void SetAbsAngles ( const QAngle & angles ) ;
// Origin and angles in local space ( relative to parent )
// NOTE: Setting the local origin or angles will cause the abs origin + angles to be set also
void SetLocalOrigin ( const Vector & origin ) ;
const Vector & GetLocalOrigin ( void ) const ;
void SetLocalAngles ( const QAngle & angles ) ;
const QAngle & GetLocalAngles ( void ) const ;
void SetElasticity ( float flElasticity ) ;
float GetElasticity ( void ) const ;
void SetShadowCastDistance ( float flDistance ) ;
float GetShadowCastDistance ( void ) const ;
void SetShadowCastDistance ( float flDesiredDistance , float flDelay ) ;
float GetLocalTime ( void ) const ;
void IncrementLocalTime ( float flTimeDelta ) ;
float GetMoveDoneTime ( ) const ;
void SetMoveDoneTime ( float flTime ) ;
// Cell position
void SetCellBits ( int cellbits = CELL_BASEENTITY_ORIGIN_CELL_BITS ) ;
void UpdateCell ( ) ;
static void SendProxy_CellX ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_CellY ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_CellZ ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_CellOrigin ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_CellOriginXY ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_CellOriginZ ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_AnglesX ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_AnglesY ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
static void SendProxy_AnglesZ ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
// Used by the PAS filters to ask the entity where in world space the sounds it emits come from.
// This is used right now because if you have something sitting on an incline, using our axis-aligned
// bounding boxes can return a position in solid space, so you won't hear sounds emitted by the object.
// For now, we're hacking around it by moving the sound emission origin up on certain objects like vehicles.
//
// When OBBs get in, this can probably go away.
virtual Vector GetSoundEmissionOrigin ( ) const ;
void AddFlag ( int flags ) ;
void RemoveFlag ( int flagsToRemove ) ;
void ToggleFlag ( int flagToToggle ) ;
int GetFlags ( void ) const ;
void ClearFlags ( void ) ;
// Sets the local position from a transform
void SetLocalTransform ( const matrix3x4_t & localTransform ) ;
// See CSoundEmitterSystem
void EmitSound ( const char * soundname , float soundtime = 0.0f , float * duration = NULL ) ; // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. );
void EmitSound ( const char * soundname , HSOUNDSCRIPTHANDLE & handle , float soundtime = 0.0f , float * duration = NULL ) ; // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. );
void ScriptEmitSound ( const char * soundname ) ;
float ScriptSoundDuration ( const char * soundname , const char * actormodel ) ;
void StopSound ( const char * soundname ) ;
void StopSound ( const char * soundname , HSOUNDSCRIPTHANDLE & handle ) ;
void GenderExpandString ( char const * in , char * out , int maxlen ) ;
static float GetSoundDuration ( const char * soundname , char const * actormodel ) ;
static bool GetParametersForSound ( const char * soundname , CSoundParameters & params , char const * actormodel ) ;
static bool GetParametersForSound ( const char * soundname , HSOUNDSCRIPTHANDLE & handle , CSoundParameters & params , char const * actormodel ) ;
static void EmitSound ( IRecipientFilter & filter , int iEntIndex , const char * soundname , const Vector * pOrigin = NULL , float soundtime = 0.0f , float * duration = NULL ) ;
static void EmitSound ( IRecipientFilter & filter , int iEntIndex , const char * soundname , HSOUNDSCRIPTHANDLE & handle , const Vector * pOrigin = NULL , float soundtime = 0.0f , float * duration = NULL ) ;
static void StopSound ( int iEntIndex , const char * soundname ) ;
static soundlevel_t LookupSoundLevel ( const char * soundname ) ;
static soundlevel_t LookupSoundLevel ( const char * soundname , HSOUNDSCRIPTHANDLE & handle ) ;
static void EmitSound ( IRecipientFilter & filter , int iEntIndex , const EmitSound_t & params ) ;
static void EmitSound ( IRecipientFilter & filter , int iEntIndex , const EmitSound_t & params , HSOUNDSCRIPTHANDLE & handle ) ;
static void StopSound ( int iEntIndex , int iChannel , const char * pSample , bool bIsStoppingSpeakerSound = false ) ;
static void EmitAmbientSound ( int entindex , const Vector & origin , const char * soundname , int flags = 0 , float soundtime = 0.0f , float * duration = NULL ) ;
// These files need to be listed in scripts/game_sounds_manifest.txt
static HSOUNDSCRIPTHANDLE PrecacheScriptSound ( const char * soundname ) ;
static void PrefetchScriptSound ( const char * soundname ) ;
void VScriptPrecacheScriptSound ( const char * soundname ) ;
// For each client who appears to be a valid recipient, checks the client has disabled CC and if so, removes them from
// the recipient list.
static void RemoveRecipientsIfNotCloseCaptioning ( CRecipientFilter & filter ) ;
static void EmitCloseCaption ( IRecipientFilter & filter , int entindex , char const * token , CUtlVector < Vector > & soundorigins , float duration , bool warnifmissing = false ) ;
static void EmitSentenceByIndex ( IRecipientFilter & filter , int iEntIndex , int iChannel , int iSentenceIndex ,
float flVolume , soundlevel_t iSoundlevel , int iFlags = 0 , int iPitch = PITCH_NORM ,
const Vector * pOrigin = NULL , const Vector * pDirection = NULL , bool bUpdatePositions = true , float soundtime = 0.0f ) ;
static bool IsPrecacheAllowed ( ) ;
static void SetAllowPrecache ( bool allow ) ;
static bool m_bAllowPrecache ;
static bool IsSimulatingOnAlternateTicks ( ) ;
// void Relink() {}
public :
// VPHYSICS Integration -----------------------------------------------
//
// --------------------------------------------------------------------
// UNDONE: Move to IEntityVPhysics? or VPhysicsProp() ?
// Called after spawn, and in the case of self-managing objects, after load
virtual bool CreateVPhysics ( ) ;
// Convenience routines to init the vphysics simulation for this object.
// This creates a static object. Something that behaves like world geometry - solid, but never moves
IPhysicsObject * VPhysicsInitStatic ( void ) ;
// This creates a normal vphysics simulated object - physics determines where it goes (gravity, friction, etc)
// and the entity receives updates from vphysics. SetAbsOrigin(), etc do not affect the object!
IPhysicsObject * VPhysicsInitNormal ( SolidType_t solidType , int nSolidFlags , bool createAsleep , solid_t * pSolid = NULL ) ;
// This creates a vphysics object with a shadow controller that follows the AI
// Move the object to where it should be and call UpdatePhysicsShadowToCurrentPosition()
IPhysicsObject * VPhysicsInitShadow ( bool allowPhysicsMovement , bool allowPhysicsRotation , solid_t * pSolid = NULL ) ;
// Force a non-solid (ie. solid_trigger) physics object to collide with other entities.
virtual bool ForceVPhysicsCollide ( CBaseEntity * pEntity ) { return false ; }
private :
// called by all vphysics inits
bool VPhysicsInitSetup ( ) ;
public :
void VPhysicsSetObject ( IPhysicsObject * pPhysics ) ;
// destroy and remove the physics object for this entity
virtual void VPhysicsDestroyObject ( void ) ;
void VPhysicsSwapObject ( IPhysicsObject * pSwap ) ;
inline IPhysicsObject * VPhysicsGetObject ( void ) const { return m_pPhysicsObject ; }
virtual void VPhysicsUpdate ( IPhysicsObject * pPhysics ) ;
void VPhysicsUpdatePusher ( IPhysicsObject * pPhysics ) ;
float VPhysicsGetNonShadowMass ( void ) const { return m_flNonShadowMass ; }
// react physically to damage (called from CBaseEntity::OnTakeDamage() by default)
virtual int VPhysicsTakeDamage ( const CTakeDamageInfo & info ) ;
virtual void VPhysicsShadowCollision ( int index , gamevcollisionevent_t * pEvent ) ;
virtual void VPhysicsShadowUpdate ( IPhysicsObject * pPhysics ) { }
virtual void VPhysicsCollision ( int index , gamevcollisionevent_t * pEvent ) ;
virtual void VPhysicsFriction ( IPhysicsObject * pObject , float energy , int surfaceProps , int surfacePropsHit ) ;
// update the shadow so it will coincide with the current AI position at some time
// in the future (or 0 for now)
virtual void UpdatePhysicsShadowToCurrentPosition ( float deltaTime ) ;
virtual int VPhysicsGetObjectList ( IPhysicsObject * * pList , int listMax ) ;
virtual bool VPhysicsIsFlesh ( void ) ;
// --------------------------------------------------------------------
public :
# if !defined( NO_ENTITY_PREDICTION )
// The player drives simulation of this entity
void SetPlayerSimulated ( CBasePlayer * pOwner ) ;
void UnsetPlayerSimulated ( void ) ;
bool IsPlayerSimulated ( void ) const ;
CBasePlayer * GetSimulatingPlayer ( void ) ;
# endif
// FIXME: Make these private!
void PhysicsCheckForEntityUntouch ( void ) ;
bool PhysicsRunThink ( thinkmethods_t thinkMethod = THINK_FIRE_ALL_FUNCTIONS ) ;
bool PhysicsRunSpecificThink ( int nContextIndex , BASEPTR thinkFunc ) ;
bool PhysicsTestEntityPosition ( CBaseEntity * * ppEntity = NULL ) ;
void PhysicsPushEntity ( const Vector & push , trace_t * pTrace ) ;
bool PhysicsCheckWater ( void ) ;
void PhysicsCheckWaterTransition ( void ) ;
void PhysicsStepRecheckGround ( ) ;
// Computes the water level + type
void UpdateWaterState ( ) ;
bool IsEdictFree ( ) const { return edict ( ) - > IsFree ( ) ; }
virtual bool CanPushEntity ( CBaseEntity * other ) const { return true ; } //Any special reason we can't push this other thing while moving?
// Callbacks for the physgun/cannon picking up an entity
virtual CBasePlayer * HasPhysicsAttacker ( float dt ) { return NULL ; }
// UNDONE: Make this data?
virtual unsigned int PhysicsSolidMaskForEntity ( void ) const ;
// Computes the abs position of a point specified in local space
void ComputeAbsPosition ( const Vector & vecLocalPosition , Vector * pAbsPosition ) ;
// Computes the abs position of a direction specified in local space
void ComputeAbsDirection ( const Vector & vecLocalDirection , Vector * pAbsDirection ) ;
void SetPredictionEligible ( bool canpredict ) ;
// Precache model sounds + particles
static void PrecacheModelComponents ( int nModelIndex ) ;
static void PrecacheSoundHelper ( const char * pName ) ;
protected :
// Invalidates the abs state of all children
void InvalidatePhysicsRecursive ( int nChangeFlags ) ;
int PhysicsClipVelocity ( const Vector & in , const Vector & normal , Vector & out , float overbounce ) ;
void PhysicsRelinkChildren ( float dt ) ;
// Performs the collision resolution for fliers.
void PerformFlyCollisionResolution ( trace_t & trace , Vector & move ) ;
void ResolveFlyCollisionBounce ( trace_t & trace , Vector & vecVelocity , float flMinTotalElasticity = 0.0f ) ;
void ResolveFlyCollisionSlide ( trace_t & trace , Vector & vecVelocity ) ;
virtual void ResolveFlyCollisionCustom ( trace_t & trace , Vector & vecVelocity ) ;
private :
// Physics-related private methods
void PhysicsStep ( void ) ;
void PhysicsPusher ( void ) ;
void PhysicsNone ( void ) ;
void PhysicsNoclip ( void ) ;
void PhysicsStepRunTimestep ( float timestep ) ;
void PhysicsToss ( void ) ;
void PhysicsCustom ( void ) ;
void PerformPush ( float movetime ) ;
// Simulation in local space of rigid children
void PhysicsRigidChild ( void ) ;
// Computes the base velocity
void UpdateBaseVelocity ( void ) ;
// Implement this if you use MOVETYPE_CUSTOM
virtual void PerformCustomPhysics ( Vector * pNewPosition , Vector * pNewVelocity , QAngle * pNewAngles , QAngle * pNewAngVelocity ) ;
void PhysicsDispatchThink ( BASEPTR thinkFunc ) ;
touchlink_t * PhysicsMarkEntityAsTouched ( CBaseEntity * other ) ;
void PhysicsTouch ( CBaseEntity * pentOther ) ;
void PhysicsStartTouch ( CBaseEntity * pentOther ) ;
CBaseEntity * PhysicsPushMove ( float movetime ) ;
CBaseEntity * PhysicsPushRotate ( float movetime ) ;
CBaseEntity * PhysicsCheckRotateMove ( rotatingpushmove_t & rotPushmove , CBaseEntity * * pPusherList , int pusherListCount ) ;
CBaseEntity * PhysicsCheckPushMove ( const Vector & move , CBaseEntity * * pPusherList , int pusherListCount ) ;
int PhysicsTryMove ( float flTime , trace_t * steptrace ) ;
void PhysicsCheckVelocity ( void ) ;
void PhysicsAddHalfGravity ( float timestep ) ;
void PhysicsAddGravityMove ( Vector & move ) ;
void CalcAbsoluteVelocity ( ) ;
void CalcAbsoluteAngularVelocity ( ) ;
// Checks a sweep without actually performing the move
void PhysicsCheckSweep ( const Vector & vecAbsStart , const Vector & vecAbsDelta , trace_t * pTrace ) ;
// Computes new angles based on the angular velocity
void SimulateAngles ( float flFrameTime ) ;
void CheckStepSimulationChanged ( ) ;
// Run regular think and latch off angle/origin changes so we can interpolate them on the server to fake simulation
void StepSimulationThink ( float dt ) ;
// Compute network origin
private :
void ComputeStepSimulationNetwork ( StepSimulationData * step ) ;
public :
bool UseStepSimulationNetworkOrigin ( const Vector * * out_v , int cell [ 3 ] = NULL ) ; // cell should be a 3 int array
bool UseStepSimulationNetworkAngles ( const QAngle * * out_a ) ;
public :
// Add a discontinuity to a step
bool AddStepDiscontinuity ( float flTime , const Vector & vecOrigin , const QAngle & vecAngles ) ;
int GetFirstThinkTick ( ) ; // get first tick thinking on any context
void RebaseThinkTicks ( bool bMakeDeltas ) ; // Rebase all the think times as deltas or from deltas to current ticks
private :
// origin and angles to use in step calculations
virtual Vector GetStepOrigin ( void ) const ;
virtual QAngle GetStepAngles ( void ) const ;
// These set entity flags (EFL_*) to help optimize queries
void CheckHasThinkFunction ( bool isThinkingHint = false ) ;
void CheckHasGamePhysicsSimulation ( ) ;
bool WillThink ( ) ;
bool WillSimulateGamePhysics ( ) ;
friend class CPushBlockerEnum ;
// Sets/Gets the next think based on context index
void SetNextThink ( int nContextIndex , float thinkTime ) ;
void SetLastThink ( int nContextIndex , float thinkTime ) ;
float GetNextThink ( int nContextIndex ) const ;
int GetNextThinkTick ( int nContextIndex ) const ;
// Shot statistics
void UpdateShotStatistics ( const trace_t & tr ) ;
protected :
// Handle shot entering water
bool HandleShotImpactingWater ( const FireBulletsInfo_t & info , const Vector & vecEnd , ITraceFilter * pTraceFilter , Vector * pVecTracerDest ) ;
// Handle shot entering water
void HandleShotImpactingGlass ( const FireBulletsInfo_t & info , const trace_t & tr , const Vector & vecDir , ITraceFilter * pTraceFilter ) ;
// Should we draw bubbles underwater?
bool ShouldDrawUnderwaterBulletBubbles ( ) ;
// Computes the tracer start position
void ComputeTracerStartPosition ( const Vector & vecShotSrc , Vector * pVecTracerStart ) ;
// Computes the tracer start position
void CreateBubbleTrailTracer ( const Vector & vecShotSrc , const Vector & vecShotEnd , const Vector & vecShotDir ) ;
virtual bool ShouldDrawWaterImpacts ( ) { return true ; }
private :
// Changes shadow cast distance over time
void ShadowCastDistThink ( ) ;
public :
// was pev->speed
float m_flSpeed ;
// was pev->renderfx
CNetworkVar ( unsigned char , m_nRenderFX ) ;
// was pev->rendermode
CNetworkVar ( unsigned char , m_nRenderMode ) ;
CNetworkVar ( short , m_nModelIndex ) ;
// was pev->rendercolor
CNetworkColor32 ( m_clrRender ) ;
protected :
// Which frame did I simulate?
int m_nSimulationTick ;
// TrackIR
Vector m_vecEyeOffset ;
QAngle m_EyeAngleOffset ;
// TrackIR
// FIXME: Make this private! Still too many references to do so...
CNetworkVar ( int , m_spawnflags ) ;
protected :
int m_iEFlags ; // entity flags EFL_*
// was pev->flags
CNetworkVarForDerived ( int , m_fFlags ) ;
CNetworkVar ( string_t , m_iName ) ; // name used to identify this entity
// Damage modifiers
friend class CDamageModifier ;
CUtlLinkedList < CDamageModifier * , int > m_DamageModifiers ;
EHANDLE m_pParent ; // for movement hierarchy
byte m_nTransmitStateOwnedCounter ;
CNetworkVar ( unsigned char , m_iParentAttachment ) ; // 0 if we're relative to the parent's absorigin and absangles.
CNetworkVar ( unsigned char , m_MoveType ) ; // One of the MOVETYPE_ defines.
CNetworkVar ( unsigned char , m_MoveCollide ) ;
// Our immediate parent in the movement hierarchy.
// FIXME: clarify m_pParent vs. m_pMoveParent
CNetworkHandle ( CBaseEntity , m_hMoveParent ) ;
// cached child list
EHANDLE m_hMoveChild ;
// generated from m_pMoveParent
EHANDLE m_hMovePeer ;
friend class CCollisionProperty ;
friend class CServerNetworkProperty ;
CNetworkVarEmbedded ( CCollisionProperty , m_Collision ) ;
CNetworkHandle ( CBaseEntity , m_hOwnerEntity ) ; // only used to point to an edict it won't collide with
CNetworkHandle ( CBaseEntity , m_hEffectEntity ) ; // Fire/Dissolve entity.
CNetworkVar ( float , m_fadeMinDist ) ; // Point at which fading is absolute
CNetworkVar ( float , m_fadeMaxDist ) ; // Point at which fading is inactive
CNetworkVar ( float , m_flFadeScale ) ; // Scale applied to min / max
CNetworkVar ( int , m_CollisionGroup ) ; // used to cull collision tests
IPhysicsObject * m_pPhysicsObject ; // pointer to the entity's physics object (vphysics.dll)
float m_flNonShadowMass ; // cached mass (shadow controllers set mass to VPHYSICS_MAX_MASS, or 50000)
CNetworkVar ( float , m_flShadowCastDistance ) ;
float m_flDesiredShadowCastDistance ;
// Team handling
int m_iInitialTeamNum ; // Team number of this entity's team read from file
CNetworkVar ( int , m_iTeamNum ) ; // Team number of this entity's team.
// Sets water type + level for physics objects
unsigned char m_nWaterTouch ;
unsigned char m_nSlimeTouch ;
unsigned char m_nWaterType ;
CNetworkVarForDerived ( unsigned char , m_nWaterLevel ) ;
float m_flNavIgnoreUntilTime ;
CNetworkHandleForDerived ( CBaseEntity , m_hGroundEntity ) ;
float m_flGroundChangeTime ; // Time that the ground entity changed
string_t m_ModelName ;
string_t m_AIAddOn ;
// Velocity of the thing we're standing on (world space)
CNetworkVarForDerived ( Vector , m_vecBaseVelocity ) ;
// Global velocity
Vector m_vecAbsVelocity ;
// Local angular velocity
QAngle m_vecAngVelocity ;
// Global angular velocity
// QAngle m_vecAbsAngVelocity;
// local coordinate frame of entity
matrix3x4_t m_rgflCoordinateFrame ;
// Physics state
EHANDLE m_pBlocker ;
// was pev->gravity;
float m_flGravity ; // rename to m_flGravityScale;
// was pev->friction
CNetworkVarForDerived ( float , m_flFriction ) ;
CNetworkVar ( float , m_flElasticity ) ;
float m_flOverriddenFriction ;
void FrictionRevertThink ( void ) ;
// was pev->ltime
float m_flLocalTime ;
// local time at the beginning of this frame
float m_flVPhysicsUpdateLocalTime ;
// local time the movement has ended
float m_flMoveDoneTime ;
// A counter to help quickly build a list of potentially pushed objects for physics
int m_nPushEnumCount ;
Vector m_vecAbsOrigin ;
CNetworkVectorForDerived ( m_vecVelocity ) ;
//Adrian
CNetworkVar ( unsigned char , m_iTextureFrameIndex ) ;
CNetworkVar ( bool , m_bSimulatedEveryTick ) ;
CNetworkVar ( bool , m_bAnimatedEveryTick ) ;
CNetworkVar ( bool , m_bAlternateSorting ) ;
CNetworkVar ( unsigned char , m_nMinCPULevel ) ;
CNetworkVar ( unsigned char , m_nMaxCPULevel ) ;
CNetworkVar ( unsigned char , m_nMinGPULevel ) ;
CNetworkVar ( unsigned char , m_nMaxGPULevel ) ;
public :
CNetworkVarForDerived ( bool , m_bClientSideRagdoll ) ;
private :
// User outputs. Fired when the "FireInputX" input is triggered.
COutputEvent m_OnUser1 ;
COutputEvent m_OnUser2 ;
COutputEvent m_OnUser3 ;
COutputEvent m_OnUser4 ;
COutputEvent m_OnKilled ;
QAngle m_angAbsRotation ;
// We cache the cell width for convience
int m_cellwidth ;
CNetworkVar ( int , m_cellbits ) ;
// Cell of the current origin
// CNetworkArray( int, m_cellXY, 2 );
CNetworkVar ( int , m_cellX ) ;
CNetworkVar ( int , m_cellY ) ;
CNetworkVar ( int , m_cellZ ) ;
CNetworkVector ( m_vecOrigin ) ;
CNetworkQAngle ( m_angRotation ) ;
CBaseHandle m_RefEHandle ;
// was pev->view_ofs ( FIXME: Move somewhere up the hierarch, CBaseAnimating, etc. )
CNetworkVectorForDerived ( m_vecViewOffset ) ;
# if !defined( NO_ENTITY_PREDICTION )
CNetworkVar ( bool , m_bIsPlayerSimulated ) ;
// Player who is driving my simulation
CNetworkHandle ( CBasePlayer , m_hPlayerSimulationOwner ) ;
# endif
int m_fDataObjectTypes ;
UtlHashHandle_t m_ListByClass ;
CBaseEntity * m_pPrevByClass ;
CBaseEntity * m_pNextByClass ;
// So it can get at the physics methods
friend class CCollisionEvent ;
// Methods shared by client and server
public :
void SetSize ( const Vector & vecMin , const Vector & vecMax ) ; // UTIL_SetSize( this, mins, maxs );
static int PrecacheModel ( const char * name ) ;
static bool PrecacheSound ( const char * name ) ;
static void PrefetchSound ( const char * name ) ;
void Remove ( ) ; // UTIL_Remove( this );
void SetNetworkQuantizeOriginAngAngles ( bool bQuantize ) ;
// Default implementation, assumes SPROP_COORD precision and default CBaseEntity SendPropQAngles!!!
void NetworkQuantize ( Vector & org , QAngle & angles ) ;
bool ShouldLagCompensate ( ) const ;
private :
// This is a random seed used by the networking code to allow client - side prediction code
// randon number generators to spit out the same random numbers on both sides for a particular
// usercmd input.
static int m_nPredictionRandomSeed ;
static CBasePlayer * m_pPredictionPlayer ;
// FIXME: Make hierarchy a member of CBaseEntity
// or a contained private class...
friend void UnlinkChild ( CBaseEntity * pParent , CBaseEntity * pChild ) ;
friend void LinkChild ( CBaseEntity * pParent , CBaseEntity * pChild ) ;
friend void ClearParent ( CBaseEntity * pEntity ) ;
friend void UnlinkAllChildren ( CBaseEntity * pParent ) ;
friend void UnlinkFromParent ( CBaseEntity * pRemove ) ;
friend void TransferChildren ( CBaseEntity * pOldParent , CBaseEntity * pNewParent ) ;
bool m_bNetworkQuantizeOriginAndAngles ;
bool m_bLagCompensate ; // Special flag for certain l4d2 props to use
public :
// Accessors for above
static int GetPredictionRandomSeed ( void ) ;
static void SetPredictionRandomSeed ( const CUserCmd * cmd ) ;
static CBasePlayer * GetPredictionPlayer ( void ) ;
static void SetPredictionPlayer ( CBasePlayer * player ) ;
// For debugging shared code
static bool IsServer ( void )
{
return true ;
}
static bool IsClient ( void )
{
return false ;
}
static char const * GetDLLType ( void )
{
return " server " ;
}
// Used to access m_vecAbsOrigin during restore when it's unsafe to call GetAbsOrigin.
friend class CPlayerRestoreHelper ;
static bool s_bAbsQueriesValid ;
CGlobalEvent * m_pEvent ;
// VSCRIPT
HSCRIPT GetScriptInstance ( ) ;
bool ValidateScriptScope ( ) ;
virtual void RunVScripts ( ) ;
bool CallScriptFunction ( const char * pFunctionName , ScriptVariant_t * pFunctionReturn ) ;
void ConnectOutputToScript ( const char * pszOutput , const char * pszScriptFunc ) ;
void DisconnectOutputFromScript ( const char * pszOutput , const char * pszScriptFunc ) ;
void ScriptThink ( ) ;
const char * GetScriptId ( ) ;
HSCRIPT GetScriptScope ( ) ;
void RunPrecacheScripts ( void ) ;
void RunOnPostSpawnScripts ( void ) ;
HSCRIPT ScriptGetMoveParent ( void ) ;
HSCRIPT ScriptGetRootMoveParent ( ) ;
HSCRIPT ScriptFirstMoveChild ( void ) ;
HSCRIPT ScriptNextMovePeer ( void ) ;
const Vector & ScriptEyePosition ( void ) { static Vector vec ; vec = EyePosition ( ) ; return vec ; }
void ScriptSetAngles ( float fPitch , float fYaw , float fRoll ) { QAngle angles ( fPitch , fYaw , fRoll ) ; Teleport ( NULL , & angles , NULL ) ; }
const Vector & ScriptGetAngles ( void ) { static Vector vec ; QAngle qa = GetAbsAngles ( ) ; vec . x = qa . x ; vec . y = qa . y ; vec . z = qa . z ; return vec ; }
void ScriptSetSize ( const Vector & mins , const Vector & maxs ) { UTIL_SetSize ( this , mins , maxs ) ; }
void ScriptUtilRemove ( void ) { UTIL_Remove ( this ) ; }
void ScriptSetOwner ( HSCRIPT hEntity ) { SetOwnerEntity ( ToEnt ( hEntity ) ) ; }
void ScriptSetOrigin ( const Vector & v ) { Teleport ( & v , NULL , NULL ) ; }
void ScriptSetForward ( const Vector & v ) { QAngle angles ; VectorAngles ( v , angles ) ; Teleport ( NULL , & angles , NULL ) ; }
const Vector & ScriptGetForward ( void ) { static Vector vecForward ; GetVectors ( & vecForward , NULL , NULL ) ; return vecForward ; }
const Vector & ScriptGetLeft ( void ) { static Vector vecLeft ; GetVectors ( NULL , & vecLeft , NULL ) ; return vecLeft ; }
const Vector & ScriptGetUp ( void ) { static Vector vecUp ; GetVectors ( NULL , NULL , & vecUp ) ; return vecUp ; }
HSCRIPT ScriptGetModelKeyValues ( void ) ;
string_t m_iszVScripts ;
string_t m_iszScriptThinkFunction ;
CScriptScope m_ScriptScope ;
HSCRIPT m_hScriptInstance ;
string_t m_iszScriptId ;
CScriptKeyValues * m_pScriptModelKeyValues ;
// Call this when hierarchy is not completely set up (such as during Restore) to throw asserts
// when people call GetAbsAnything.
static inline void SetAbsQueriesValid ( bool bValid )
{
s_bAbsQueriesValid = bValid ;
}
static inline bool IsAbsQueriesValid ( )
{
return s_bAbsQueriesValid ;
}
public :
} ;
// Send tables exposed in this module.
EXTERN_SEND_TABLE ( DT_Edict ) ;
EXTERN_SEND_TABLE ( DT_BaseEntity ) ;
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
# ifdef _DEBUG
# define SetTouch( a ) TouchSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
# define SetUse( a ) UseSet( static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a), #a )
# define SetBlocked( a ) BlockedSet( static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a), #a )
# else
# define SetTouch( a ) m_pfnTouch = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
# define SetUse( a ) m_pfnUse = static_cast <void (CBaseEntity::*)( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )> (a)
# define SetBlocked( a ) m_pfnBlocked = static_cast <void (CBaseEntity::*)(CBaseEntity *)> (a)
# endif
// handling entity/edict transforms
inline CBaseEntity * GetContainingEntity ( edict_t * pent )
{
if ( pent & & pent - > GetUnknown ( ) )
{
return pent - > GetUnknown ( ) - > GetBaseEntity ( ) ;
}
return NULL ;
}
//-----------------------------------------------------------------------------
// Purpose: Pauses or resumes entity i/o events. When paused, no outputs will
// fire unless Debug_SetSteps is called with a nonzero step value.
// Input : bPause - true to pause, false to resume.
//-----------------------------------------------------------------------------
inline void CBaseEntity : : Debug_Pause ( bool bPause )
{
CBaseEntity : : m_bDebugPause = bPause ;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if entity i/o is paused, false if not.
//-----------------------------------------------------------------------------
inline bool CBaseEntity : : Debug_IsPaused ( void )
{
return ( CBaseEntity : : m_bDebugPause ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Decrements the debug step counter. Used when the entity i/o system
// is in single step mode, this is called every time an output is fired.
// Output : Returns true on to continue firing outputs, false to stop.
//-----------------------------------------------------------------------------
inline bool CBaseEntity : : Debug_Step ( void )
{
if ( CBaseEntity : : m_nDebugSteps > 0 )
{
CBaseEntity : : m_nDebugSteps - - ;
}
return ( CBaseEntity : : m_nDebugSteps > 0 ) ;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the number of entity outputs to allow to fire before pausing
// the entity i/o system.
// Input : nSteps - Number of steps to execute.
//-----------------------------------------------------------------------------
inline void CBaseEntity : : Debug_SetSteps ( int nSteps )
{
CBaseEntity : : m_nDebugSteps = nSteps ;
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if we should allow outputs to be fired, false if not.
//-----------------------------------------------------------------------------
inline bool CBaseEntity : : Debug_ShouldStep ( void )
{
return ( ! CBaseEntity : : m_bDebugPause | | CBaseEntity : : m_nDebugSteps > 0 ) ;
}
//-----------------------------------------------------------------------------
// Methods relating to traversing hierarchy
//-----------------------------------------------------------------------------
inline CBaseEntity * CBaseEntity : : GetMoveParent ( void )
{
return m_hMoveParent . Get ( ) ;
}
inline CBaseEntity * CBaseEntity : : FirstMoveChild ( void )
{
return m_hMoveChild . Get ( ) ;
}
inline CBaseEntity * CBaseEntity : : NextMovePeer ( void )
{
return m_hMovePeer . Get ( ) ;
}
// FIXME: Remove this! There shouldn't be a difference between moveparent + parent
inline CBaseEntity * CBaseEntity : : GetParent ( )
{
return m_pParent . Get ( ) ;
}
inline int CBaseEntity : : GetParentAttachment ( )
{
return m_iParentAttachment ;
}
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline string_t CBaseEntity : : GetEntityName ( )
{
return m_iName ;
}
inline const char * CBaseEntity : : GetEntityNameAsCStr ( )
{
return STRING ( m_iName . Get ( ) ) ;
}
inline const char * CBaseEntity : : GetPreTemplateName ( )
{
const char * pszDelimiter = V_strrchr ( STRING ( m_iName . Get ( ) ) , ' & ' ) ;
if ( ! pszDelimiter )
return STRING ( m_iName . Get ( ) ) ;
static char szStrippedName [ 128 ] ;
V_strncpy ( szStrippedName , STRING ( m_iName . Get ( ) ) , MIN ( ARRAYSIZE ( szStrippedName ) , pszDelimiter - STRING ( m_iName . Get ( ) ) + 1 ) ) ;
return szStrippedName ;
}
inline void CBaseEntity : : SetName ( string_t newName )
{
m_iName = newName ;
}
inline bool CBaseEntity : : NameMatches ( const char * pszNameOrWildcard )
{
if ( IDENT_STRINGS ( m_iName , pszNameOrWildcard ) )
return true ;
return NameMatchesComplex ( pszNameOrWildcard ) ;
}
inline bool CBaseEntity : : NameMatches ( string_t nameStr )
{
if ( IDENT_STRINGS ( m_iName , nameStr ) )
return true ;
return NameMatchesComplex ( STRING ( nameStr ) ) ;
}
inline bool CBaseEntity : : NameMatchesExact ( string_t nameStr )
{
return IDENT_STRINGS ( m_iName , nameStr ) ;
}
inline bool CBaseEntity : : ClassMatchesExact ( string_t nameStr )
{
return IDENT_STRINGS ( m_iClassname , nameStr ) ;
}
inline bool CBaseEntity : : ClassMatches ( const char * pszClassOrWildcard )
{
if ( IDENT_STRINGS ( m_iClassname , pszClassOrWildcard ) )
return true ;
return ClassMatchesComplex ( pszClassOrWildcard ) ;
}
inline const char * CBaseEntity : : GetClassname ( )
{
return STRING ( m_iClassname ) ;
}
inline bool CBaseEntity : : ClassMatches ( string_t nameStr )
{
if ( IDENT_STRINGS ( m_iClassname , nameStr ) )
return true ;
return ClassMatchesComplex ( STRING ( nameStr ) ) ;
}
template < typename T >
inline bool CBaseEntity : : Downcast ( string_t iszClass , T * * ppResult )
{
if ( IDENT_STRINGS ( iszClass , m_iClassname ) )
{
* ppResult = ( T * ) this ;
return true ;
}
* ppResult = NULL ;
return false ;
}
inline int CBaseEntity : : GetSpawnFlags ( void ) const
{
return m_spawnflags ;
}
inline void CBaseEntity : : AddSpawnFlags ( int nFlags )
{
m_spawnflags | = nFlags ;
}
inline void CBaseEntity : : RemoveSpawnFlags ( int nFlags )
{
m_spawnflags & = ~ nFlags ;
}
inline void CBaseEntity : : ClearSpawnFlags ( void )
{
m_spawnflags = 0 ;
}
inline bool CBaseEntity : : HasSpawnFlags ( int nFlags ) const
{
return ( m_spawnflags & nFlags ) ! = 0 ;
}
//-----------------------------------------------------------------------------
// checks to see if the entity is marked for deletion
//-----------------------------------------------------------------------------
inline bool CBaseEntity : : IsMarkedForDeletion ( void )
{
return ( m_iEFlags & EFL_KILLME ) ;
}
//-----------------------------------------------------------------------------
// EFlags
//-----------------------------------------------------------------------------
inline int CBaseEntity : : GetEFlags ( ) const
{
return m_iEFlags ;
}
inline void CBaseEntity : : SetEFlags ( int iEFlags )
{
m_iEFlags = iEFlags ;
if ( iEFlags & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
{
DispatchUpdateTransmitState ( ) ;
}
}
inline void CBaseEntity : : AddEFlags ( int nEFlagMask )
{
m_iEFlags | = nEFlagMask ;
if ( nEFlagMask & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
{
DispatchUpdateTransmitState ( ) ;
}
}
inline void CBaseEntity : : RemoveEFlags ( int nEFlagMask )
{
m_iEFlags & = ~ nEFlagMask ;
if ( nEFlagMask & ( EFL_FORCE_CHECK_TRANSMIT | EFL_IN_SKYBOX ) )
DispatchUpdateTransmitState ( ) ;
}
inline bool CBaseEntity : : IsEFlagSet ( int nEFlagMask ) const
{
return ( m_iEFlags & nEFlagMask ) ! = 0 ;
}
inline void CBaseEntity : : SetNavIgnore ( float duration )
{
float flNavIgnoreUntilTime = ( duration = = FLT_MAX ) ? FLT_MAX : gpGlobals - > curtime + duration ;
if ( flNavIgnoreUntilTime > m_flNavIgnoreUntilTime )
m_flNavIgnoreUntilTime = flNavIgnoreUntilTime ;
}
inline void CBaseEntity : : ClearNavIgnore ( )
{
m_flNavIgnoreUntilTime = 0 ;
}
inline bool CBaseEntity : : IsNavIgnored ( ) const
{
return ( gpGlobals - > curtime < = m_flNavIgnoreUntilTime ) ;
}
inline bool CBaseEntity : : GetCheckUntouch ( ) const
{
return IsEFlagSet ( EFL_CHECK_UNTOUCH ) ;
}
//-----------------------------------------------------------------------------
// Network state optimization
//-----------------------------------------------------------------------------
inline CBaseCombatCharacter * ToBaseCombatCharacter ( CBaseEntity * pEntity )
{
if ( ! pEntity )
return NULL ;
return pEntity - > MyCombatCharacterPointer ( ) ;
}
//-----------------------------------------------------------------------------
// Physics state accessor methods
//-----------------------------------------------------------------------------
inline const Vector & CBaseEntity : : GetLocalOrigin ( void ) const
{
return m_vecOrigin . Get ( ) ;
}
inline const QAngle & CBaseEntity : : GetLocalAngles ( void ) const
{
return m_angRotation . Get ( ) ;
}
inline const Vector & CBaseEntity : : GetAbsOrigin ( void ) const
{
Assert ( CBaseEntity : : IsAbsQueriesValid ( ) ) ;
if ( IsEFlagSet ( EFL_DIRTY_ABSTRANSFORM ) )
{
const_cast < CBaseEntity * > ( this ) - > CalcAbsolutePosition ( ) ;
}
return m_vecAbsOrigin ;
}
inline const QAngle & CBaseEntity : : GetAbsAngles ( void ) const
{
Assert ( CBaseEntity : : IsAbsQueriesValid ( ) ) ;
if ( IsEFlagSet ( EFL_DIRTY_ABSTRANSFORM ) )
{
const_cast < CBaseEntity * > ( this ) - > CalcAbsolutePosition ( ) ;
}
return m_angAbsRotation ;
}
//-----------------------------------------------------------------------------
// Returns the entity-to-world transform
//-----------------------------------------------------------------------------
inline matrix3x4_t & CBaseEntity : : EntityToWorldTransform ( )
{
Assert ( CBaseEntity : : IsAbsQueriesValid ( ) ) ;
if ( IsEFlagSet ( EFL_DIRTY_ABSTRANSFORM ) )
{
CalcAbsolutePosition ( ) ;
}
return m_rgflCoordinateFrame ;
}
inline const matrix3x4_t & CBaseEntity : : EntityToWorldTransform ( ) const
{
Assert ( CBaseEntity : : IsAbsQueriesValid ( ) ) ;
if ( IsEFlagSet ( EFL_DIRTY_ABSTRANSFORM ) )
{
const_cast < CBaseEntity * > ( this ) - > CalcAbsolutePosition ( ) ;
}
return m_rgflCoordinateFrame ;
}
//-----------------------------------------------------------------------------
// Some helper methods that transform a point from entity space to world space + back
//-----------------------------------------------------------------------------
inline void CBaseEntity : : EntityToWorldSpace ( const Vector & in , Vector * pOut ) const
{
if ( GetAbsAngles ( ) = = vec3_angle )
{
VectorAdd ( in , GetAbsOrigin ( ) , * pOut ) ;
}
else
{
VectorTransform ( in , EntityToWorldTransform ( ) , * pOut ) ;
}
}
inline void CBaseEntity : : WorldToEntitySpace ( const Vector & in , Vector * pOut ) const
{
if ( GetAbsAngles ( ) = = vec3_angle )
{
VectorSubtract ( in , GetAbsOrigin ( ) , * pOut ) ;
}
else
{
VectorITransform ( in , EntityToWorldTransform ( ) , * pOut ) ;
}
}
//-----------------------------------------------------------------------------
// Velocity
//-----------------------------------------------------------------------------
inline Vector CBaseEntity : : GetSmoothedVelocity ( void )
{
Vector vel ;
GetVelocity ( & vel , NULL ) ;
return vel ;
}
inline const Vector & CBaseEntity : : GetLocalVelocity ( ) const
{
return m_vecVelocity . Get ( ) ;
}
inline const Vector & CBaseEntity : : GetAbsVelocity ( ) const
{
Assert ( CBaseEntity : : IsAbsQueriesValid ( ) ) ;
if ( IsEFlagSet ( EFL_DIRTY_ABSVELOCITY ) )
{
const_cast < CBaseEntity * > ( this ) - > CalcAbsoluteVelocity ( ) ;
}
return m_vecAbsVelocity ;
}
inline const QAngle & CBaseEntity : : GetLocalAngularVelocity ( ) const
{
return m_vecAngVelocity ;
}
/*
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
// representation, we can't actually solve this problem
inline const QAngle & CBaseEntity : : GetAbsAngularVelocity ( ) const
{
if ( IsEFlagSet ( EFL_DIRTY_ABSANGVELOCITY ) )
{
const_cast < CBaseEntity * > ( this ) - > CalcAbsoluteAngularVelocity ( ) ;
}
return m_vecAbsAngVelocity ;
}
*/
inline const Vector & CBaseEntity : : GetBaseVelocity ( ) const
{
return m_vecBaseVelocity . Get ( ) ;
}
inline void CBaseEntity : : SetBaseVelocity ( const Vector & v )
{
m_vecBaseVelocity = v ;
}
inline float CBaseEntity : : GetGravity ( void ) const
{
return m_flGravity ;
}
inline void CBaseEntity : : SetGravity ( float gravity )
{
m_flGravity = gravity ;
}
inline float CBaseEntity : : GetFriction ( void ) const
{
return m_flFriction ;
}
inline void CBaseEntity : : SetElasticity ( float flElasticity )
{
m_flElasticity = flElasticity ;
}
inline float CBaseEntity : : GetElasticity ( void ) const
{
return m_flElasticity ;
}
inline void CBaseEntity : : SetShadowCastDistance ( float flDistance )
{
m_flShadowCastDistance = flDistance ;
}
inline float CBaseEntity : : GetShadowCastDistance ( void ) const
{
return m_flShadowCastDistance ;
}
inline float CBaseEntity : : GetLocalTime ( void ) const
{
return m_flLocalTime ;
}
inline void CBaseEntity : : IncrementLocalTime ( float flTimeDelta )
{
m_flLocalTime + = flTimeDelta ;
}
inline float CBaseEntity : : GetMoveDoneTime ( ) const
{
return ( m_flMoveDoneTime > = 0 ) ? m_flMoveDoneTime - GetLocalTime ( ) : - 1 ;
}
inline CBaseEntity * CBaseEntity : : Instance ( const edict_t * pent )
{
return GetContainingEntity ( const_cast < edict_t * > ( pent ) ) ;
}
inline CBaseEntity * CBaseEntity : : Instance ( edict_t * pent )
{
if ( ! pent )
{
pent = INDEXENT ( 0 ) ;
}
return GetContainingEntity ( pent ) ;
}
inline CBaseEntity * CBaseEntity : : Instance ( int iEnt )
{
return Instance ( INDEXENT ( iEnt ) ) ;
}
inline int CBaseEntity : : GetWaterLevel ( ) const
{
return m_nWaterLevel ;
}
inline void CBaseEntity : : SetWaterLevel ( int nLevel )
{
m_nWaterLevel = nLevel ;
}
inline const color24 CBaseEntity : : GetRenderColor ( ) const
{
color24 c = { m_clrRender - > r , m_clrRender - > g , m_clrRender - > b } ;
return c ;
}
inline void CBaseEntity : : SetRenderAlpha ( byte a )
{
m_clrRender . SetA ( a ) ;
}
inline byte CBaseEntity : : GetRenderAlpha ( ) const
{
return m_clrRender - > a ;
}
inline void CBaseEntity : : SetRenderColor ( byte r , byte g , byte b )
{
m_clrRender . Init ( r , g , b ) ;
}
inline void CBaseEntity : : SetRenderColorR ( byte r )
{
m_clrRender . SetR ( r ) ;
}
inline void CBaseEntity : : SetRenderColorG ( byte g )
{
m_clrRender . SetG ( g ) ;
}
inline void CBaseEntity : : SetRenderColorB ( byte b )
{
m_clrRender . SetB ( b ) ;
}
inline void CBaseEntity : : SetMoveCollide ( MoveCollide_t val )
{
m_MoveCollide = val ;
}
inline int CBaseEntity : : GetTextureFrameIndex ( void )
{
return m_iTextureFrameIndex ;
}
inline void CBaseEntity : : SetTextureFrameIndex ( int iIndex )
{
m_iTextureFrameIndex = iIndex ;
}
//-----------------------------------------------------------------------------
// An inline version the game code can use
//-----------------------------------------------------------------------------
inline CCollisionProperty * CBaseEntity : : CollisionProp ( )
{
return & m_Collision ;
}
inline const CCollisionProperty * CBaseEntity : : CollisionProp ( ) const
{
return & m_Collision ;
}
inline CServerNetworkProperty * CBaseEntity : : NetworkProp ( )
{
return & m_Network ;
}
inline const CServerNetworkProperty * CBaseEntity : : NetworkProp ( ) const
{
return & m_Network ;
}
inline void CBaseEntity : : ClearSolidFlags ( void )
{
CollisionProp ( ) - > ClearSolidFlags ( ) ;
}
inline void CBaseEntity : : RemoveSolidFlags ( int flags )
{
CollisionProp ( ) - > RemoveSolidFlags ( flags ) ;
}
inline void CBaseEntity : : AddSolidFlags ( int flags )
{
CollisionProp ( ) - > AddSolidFlags ( flags ) ;
}
inline int CBaseEntity : : GetSolidFlags ( void ) const
{
return CollisionProp ( ) - > GetSolidFlags ( ) ;
}
inline bool CBaseEntity : : IsSolidFlagSet ( int flagMask ) const
{
return CollisionProp ( ) - > IsSolidFlagSet ( flagMask ) ;
}
inline bool CBaseEntity : : IsSolid ( ) const
{
return CollisionProp ( ) - > IsSolid ( ) ;
}
inline void CBaseEntity : : SetSolid ( SolidType_t val )
{
CollisionProp ( ) - > SetSolid ( val ) ;
}
inline void CBaseEntity : : SetSolidFlags ( int flags )
{
CollisionProp ( ) - > SetSolidFlags ( flags ) ;
}
inline SolidType_t CBaseEntity : : GetSolid ( ) const
{
return CollisionProp ( ) - > GetSolid ( ) ;
}
inline void CBaseEntity : : EyePositionZOnly ( Vector * pPosition )
{
* pPosition = EyePosition ( ) ;
Vector vecAbsOrigin = GetAbsOrigin ( ) ;
pPosition - > x = vecAbsOrigin . x ;
pPosition - > y = vecAbsOrigin . y ;
}
//-----------------------------------------------------------------------------
// Methods related to IServerUnknown
//-----------------------------------------------------------------------------
inline ICollideable * CBaseEntity : : GetCollideable ( )
{
return & m_Collision ;
}
inline IServerNetworkable * CBaseEntity : : GetNetworkable ( )
{
return & m_Network ;
}
inline CBaseEntity * CBaseEntity : : GetBaseEntity ( )
{
return this ;
}
//-----------------------------------------------------------------------------
// Model related methods
//-----------------------------------------------------------------------------
inline void CBaseEntity : : SetModelName ( string_t name )
{
m_ModelName = name ;
DispatchUpdateTransmitState ( ) ;
}
inline string_t CBaseEntity : : GetModelName ( void ) const
{
return m_ModelName ;
}
inline const char * CBaseEntity : : ScriptGetModelName ( void ) const
{
return STRING ( m_ModelName ) ;
}
inline void CBaseEntity : : SetModelIndex ( int index )
{
m_nModelIndex = index ;
DispatchUpdateTransmitState ( ) ;
}
inline int CBaseEntity : : GetModelIndex ( void ) const
{
return m_nModelIndex ;
}
//-----------------------------------------------------------------------------
// AddOn related methods
//-----------------------------------------------------------------------------
inline void CBaseEntity : : SetAIAddOn ( string_t addonName )
{
m_AIAddOn = addonName ;
}
inline string_t CBaseEntity : : GetAIAddOn ( void ) const
{
return m_AIAddOn ;
}
//-----------------------------------------------------------------------------
// Methods relating to bounds
//-----------------------------------------------------------------------------
inline const Vector & CBaseEntity : : WorldAlignMins ( ) const
{
Assert ( ! CollisionProp ( ) - > IsBoundsDefinedInEntitySpace ( ) ) ;
Assert ( CollisionProp ( ) - > GetCollisionAngles ( ) = = vec3_angle ) ;
return CollisionProp ( ) - > OBBMins ( ) ;
}
inline const Vector & CBaseEntity : : WorldAlignMaxs ( ) const
{
Assert ( ! CollisionProp ( ) - > IsBoundsDefinedInEntitySpace ( ) ) ;
Assert ( CollisionProp ( ) - > GetCollisionAngles ( ) = = vec3_angle ) ;
return CollisionProp ( ) - > OBBMaxs ( ) ;
}
inline const Vector & CBaseEntity : : WorldAlignSize ( ) const
{
Assert ( ! CollisionProp ( ) - > IsBoundsDefinedInEntitySpace ( ) ) ;
Assert ( CollisionProp ( ) - > GetCollisionAngles ( ) = = vec3_angle ) ;
return CollisionProp ( ) - > OBBSize ( ) ;
}
// Returns a radius of a sphere *centered at the world space center*
// bounding the collision representation of the entity
inline float CBaseEntity : : BoundingRadius ( ) const
{
return CollisionProp ( ) - > BoundingRadius ( ) ;
}
inline bool CBaseEntity : : IsPointSized ( ) const
{
return CollisionProp ( ) - > BoundingRadius ( ) = = 0.0f ;
}
inline void CBaseEntity : : SetRenderMode ( RenderMode_t nRenderMode )
{
m_nRenderMode = nRenderMode ;
}
inline RenderMode_t CBaseEntity : : GetRenderMode ( ) const
{
return ( RenderMode_t ) m_nRenderMode . Get ( ) ;
}
inline void CBaseEntity : : SetRenderFX ( RenderFx_t nRenderFX )
{
m_nRenderFX = nRenderFX ;
}
inline RenderFx_t CBaseEntity : : GetRenderFX ( ) const
{
return ( RenderFx_t ) m_nRenderFX . Get ( ) ;
}
//-----------------------------------------------------------------------------
// Methods to cast away const
//-----------------------------------------------------------------------------
inline Vector CBaseEntity : : EyePosition ( void ) const
{
return const_cast < CBaseEntity * > ( this ) - > EyePosition ( ) ;
}
inline const QAngle & CBaseEntity : : EyeAngles ( void ) const // Direction of eyes in world space
{
return const_cast < CBaseEntity * > ( this ) - > EyeAngles ( ) ;
}
inline const QAngle & CBaseEntity : : LocalEyeAngles ( void ) const // Direction of eyes
{
return const_cast < CBaseEntity * > ( this ) - > LocalEyeAngles ( ) ;
}
inline Vector CBaseEntity : : EarPosition ( void ) const // position of ears
{
return const_cast < CBaseEntity * > ( this ) - > EarPosition ( ) ;
}
// TrackIR
inline const Vector & CBaseEntity : : GetEyeOffset ( ) const
{
return m_vecEyeOffset ;
}
inline void CBaseEntity : : SetEyeOffset ( const Vector & v )
{
m_vecEyeOffset = v ;
}
inline const QAngle & CBaseEntity : : GetEyeAngleOffset ( ) const
{
return m_EyeAngleOffset ;
}
inline void CBaseEntity : : SetEyeAngleOffset ( const QAngle & qa )
{
m_EyeAngleOffset = qa ;
}
// TrackIR
inline float CBaseEntity : : GetDistanceToEntity ( const CBaseEntity * other ) const
{
if ( other = = NULL )
return - 1.0f ;
return ( GetAbsOrigin ( ) - other - > GetAbsOrigin ( ) ) . Length ( ) ;
}
//-----------------------------------------------------------------------------
// Methods relating to networking
//-----------------------------------------------------------------------------
inline void CBaseEntity : : NetworkStateChanged ( )
{
NetworkProp ( ) - > NetworkStateChanged ( ) ;
}
inline void CBaseEntity : : NetworkStateChanged ( void * pVar )
{
// Make sure it's a semi-reasonable pointer.
Assert ( ( char * ) pVar > ( char * ) this ) ;
Assert ( ( char * ) pVar - ( char * ) this < 32768 ) ;
// Good, they passed an offset so we can track this variable's change
// and avoid sending the whole entity.
NetworkProp ( ) - > NetworkStateChanged ( ( char * ) pVar - ( char * ) this ) ;
}
//-----------------------------------------------------------------------------
// IHandleEntity overrides.
//-----------------------------------------------------------------------------
inline const CBaseHandle & CBaseEntity : : GetRefEHandle ( ) const
{
return m_RefEHandle ;
}
inline void CBaseEntity : : IncrementTransmitStateOwnedCounter ( )
{
Assert ( m_nTransmitStateOwnedCounter ! = 255 ) ;
m_nTransmitStateOwnedCounter + + ;
}
inline void CBaseEntity : : DecrementTransmitStateOwnedCounter ( )
{
Assert ( m_nTransmitStateOwnedCounter ! = 0 ) ;
m_nTransmitStateOwnedCounter - - ;
}
//-----------------------------------------------------------------------------
// Bullet firing (legacy)...
//-----------------------------------------------------------------------------
inline void CBaseEntity : : FireBullets ( int cShots , const Vector & vecSrc ,
const Vector & vecDirShooting , const Vector & vecSpread , float flDistance ,
int iAmmoType , int iTracerFreq , int firingEntID , int attachmentID ,
float flDamage , CBaseEntity * pAttacker , bool bFirstShotAccurate , bool bPrimaryAttack )
{
FireBulletsInfo_t info ;
info . m_iShots = cShots ;
info . m_vecSrc = vecSrc ;
info . m_vecDirShooting = vecDirShooting ;
info . m_vecSpread = vecSpread ;
info . m_flDistance = flDistance ;
info . m_iAmmoType = iAmmoType ;
info . m_iTracerFreq = iTracerFreq ;
info . m_flDamage = flDamage ;
info . m_pAttacker = pAttacker ;
info . m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0 ;
info . m_bPrimaryAttack = bPrimaryAttack ;
FireBullets ( info ) ;
}
inline const ResponseContext_t * CBaseEntity : : GetContextData ( int index ) const
{
return & m_ResponseContexts [ index ] ;
}
// Ugly technique to override base member functions
// Normally it's illegal to cast a pointer to a member function of a derived class to a pointer to a
// member function of a base class. static_cast is a sleezy way around that problem.
# define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), 0, NULL )
# define SetContextThink( a, b, context ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), (b), context )
# ifdef _DEBUG
# define SetMoveDone( a ) \
do \
{ \
m_pfnMoveDone = static_cast < void ( CBaseEntity : : * ) ( void ) > ( a ) ; \
FunctionCheck ( ( void * ) * ( ( int * ) ( ( char * ) this + ( offsetof ( CBaseEntity , m_pfnMoveDone ) ) ) ) , " BaseMoveFunc " ) ; \
} while ( 0 )
# else
# define SetMoveDone( a ) \
( void ) ( m_pfnMoveDone = static_cast < void ( CBaseEntity : : * ) ( void ) > ( a ) )
# endif
inline bool FClassnameIs ( CBaseEntity * pEntity , const char * szClassname )
{
return pEntity - > ClassMatches ( szClassname ) ;
}
class CPointEntity : public CBaseEntity
{
public :
DECLARE_CLASS ( CPointEntity , CBaseEntity ) ;
void Spawn ( void ) ;
virtual int ObjectCaps ( void ) { return BaseClass : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ; }
virtual bool KeyValue ( const char * szKeyName , const char * szValue ) ;
private :
} ;
// Has a position + size
class CServerOnlyEntity : public CBaseEntity
{
DECLARE_CLASS ( CServerOnlyEntity , CBaseEntity ) ;
public :
CServerOnlyEntity ( ) : CBaseEntity ( true ) { }
virtual int ObjectCaps ( void ) { return ( BaseClass : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
} ;
// Has only a position, no size
class CServerOnlyPointEntity : public CServerOnlyEntity
{
DECLARE_CLASS ( CServerOnlyPointEntity , CServerOnlyEntity ) ;
public :
virtual bool KeyValue ( const char * szKeyName , const char * szValue ) ;
} ;
// Has no position or size
class CLogicalEntity : public CServerOnlyEntity
{
DECLARE_CLASS ( CLogicalEntity , CServerOnlyEntity ) ;
public :
virtual bool KeyValue ( const char * szKeyName , const char * szValue ) ;
} ;
class CAbsQueryScopeGuard
{
public :
CAbsQueryScopeGuard ( bool state )
{
m_bSavedState = CBaseEntity : : IsAbsQueriesValid ( ) ;
CBaseEntity : : SetAbsQueriesValid ( state ) ;
}
~ CAbsQueryScopeGuard ( )
{
CBaseEntity : : SetAbsQueriesValid ( m_bSavedState ) ;
}
private :
bool m_bSavedState ;
} ;
# define ABS_QUERY_GUARD( state ) CAbsQueryScopeGuard s_AbsQueryGuard( state );
// Network proxy functions
void SendProxy_Origin ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
void SendProxy_OriginXY ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
void SendProxy_OriginZ ( const SendProp * pProp , const void * pStruct , const void * pData , DVariant * pOut , int iElement , int objectID ) ;
FORCEINLINE bool EntityNamesMatch ( const char * pszQuery , string_t nameToMatch )
{
if ( nameToMatch = = NULL_STRING )
return ( * pszQuery = = 0 | | * pszQuery = = ' * ' ) ;
const char * pszNameToMatch = STRING ( nameToMatch ) ;
// If the pointers are identical, we're identical
if ( pszNameToMatch = = pszQuery )
return true ;
while ( * pszNameToMatch & & * pszQuery )
{
char cName = * pszNameToMatch ;
char cQuery = * pszQuery ;
if ( cName ! = cQuery & & tolower ( cName ) ! = tolower ( cQuery ) ) // people almost always use lowercase, so assume that first
break ;
+ + pszNameToMatch ;
+ + pszQuery ;
}
if ( * pszQuery = = 0 & & * pszNameToMatch = = 0 )
return true ;
// @TODO (toml 03-18-03): Perhaps support real wildcards. Right now, only thing supported is trailing *
if ( * pszQuery = = ' * ' )
return true ;
return false ;
}
# endif // BASEENTITY_H