Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef GAMETRACE_H
#define GAMETRACE_H
#ifdef _WIN32
#pragma once
#endif
#include "cmodel.h"
#include "utlvector.h"
#include "ihandleentity.h"
#include "ispatialpartition.h"
#if defined( CLIENT_DLL )
class C_BaseEntity;
#else
class CBaseEntity;
#endif
//-----------------------------------------------------------------------------
// Purpose: A trace is returned when a box is swept through the world
// NOTE: eventually more of this class should be moved up into the base class!!
//-----------------------------------------------------------------------------
class CGameTrace : public CBaseTrace
{
public:
// Returns true if hEnt points at the world entity.
// If this returns true, then you can't use GetHitBoxIndex().
bool DidHitWorld() const;
// Returns true if we hit something and it wasn't the world.
bool DidHitNonWorldEntity() const;
// Gets the entity's network index if the trace has hit an entity.
// If not, returns -1.
int GetEntityIndex() const;
// Returns true if there was any kind of impact at all
bool DidHit() const;
// The engine doesn't know what a CBaseEntity is, so it has a backdoor to
// let it get at the edict.
#if defined( ENGINE_DLL )
void SetEdict( edict_t *pEdict );
edict_t* GetEdict() const;
#endif
public:
float fractionleftsolid; // time we left a solid, only valid if we started in solid
csurface_t surface; // surface hit (impact surface)
int hitgroup; // 0 == generic, non-zero is specific body part
short physicsbone; // physics bone hit by trace in studio
#if defined( CLIENT_DLL )
C_BaseEntity *m_pEnt;
#else
CBaseEntity *m_pEnt;
#endif
// NOTE: this member is overloaded.
// If hEnt points at the world entity, then this is the static prop index.
// Otherwise, this is the hitbox index.
int hitbox; // box hit by trace in studio
CGameTrace() = default;
5 years ago
private:
// No copy constructors allowed
CGameTrace(const CGameTrace& vOther);
};
//-----------------------------------------------------------------------------
// Returns true if there was any kind of impact at all
//-----------------------------------------------------------------------------
inline bool CGameTrace::DidHit() const
{
return fraction < 1 || allsolid || startsolid;
}
typedef CGameTrace trace_t;
//=============================================================================
#define TLD_DEF_LEAF_MAX 256
#define TLD_DEF_ENTITY_MAX 1024
class CTraceListData : public IPartitionEnumerator
{
public:
CTraceListData( int nLeafMax = TLD_DEF_LEAF_MAX, int nEntityMax = TLD_DEF_ENTITY_MAX )
{
MEM_ALLOC_CREDIT();
m_nLeafCount = 0;
m_aLeafList.SetSize( nLeafMax );
m_nEntityCount = 0;
m_aEntityList.SetSize( nEntityMax );
}
~CTraceListData()
{
m_nLeafCount = 0;
m_aLeafList.RemoveAll();
m_nEntityCount = 0;
m_aEntityList.RemoveAll();
}
void Reset( void )
{
m_nLeafCount = 0;
m_nEntityCount = 0;
}
bool IsEmpty( void ) const { return ( m_nLeafCount == 0 && m_nEntityCount == 0 ); }
int LeafCount( void ) const { return m_nLeafCount; }
int LeafCountMax( void ) const { return m_aLeafList.Count(); }
void LeafCountReset( void ) { m_nLeafCount = 0; }
int EntityCount( void ) const { return m_nEntityCount; }
int EntityCountMax( void ) const { return m_aEntityList.Count(); }
void EntityCountReset( void ) { m_nEntityCount = 0; }
// For leaves...
void AddLeaf( int iLeaf )
{
if ( m_nLeafCount >= m_aLeafList.Count() )
{
DevMsg( "CTraceListData: Max leaf count along ray exceeded!\n" );
m_aLeafList.AddMultipleToTail( m_aLeafList.Count() );
}
m_aLeafList[m_nLeafCount] = iLeaf;
m_nLeafCount++;
}
// For entities...
IterationRetval_t EnumElement( IHandleEntity *pHandleEntity )
{
if ( m_nEntityCount >= m_aEntityList.Count() )
{
DevMsg( "CTraceListData: Max entity count along ray exceeded!\n" );
m_aEntityList.AddMultipleToTail( m_aEntityList.Count() );
}
m_aEntityList[m_nEntityCount] = pHandleEntity;
m_nEntityCount++;
return ITERATION_CONTINUE;
}
public:
int m_nLeafCount;
CUtlVector<int> m_aLeafList;
int m_nEntityCount;
CUtlVector<IHandleEntity*> m_aEntityList;
};
#endif // GAMETRACE_H