Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

115 lines
3.8 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IMOVEHELPER_H
#define IMOVEHELPER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
enum PLAYER_ANIM;
class IPhysicsSurfaceProps;
class Vector;
struct model_t;
struct cmodel_t;
struct vcollide_t;
class CGameTrace;
enum soundlevel_t;
//-----------------------------------------------------------------------------
// Purpose: Identifies how submerged in water a player is.
//-----------------------------------------------------------------------------
enum
{
WL_NotInWater=0,
WL_Feet,
WL_Waist,
WL_Eyes
};
//-----------------------------------------------------------------------------
// An entity identifier that works in both game + client dlls
//-----------------------------------------------------------------------------
typedef CBaseHandle EntityHandle_t;
#define INVALID_ENTITY_HANDLE INVALID_EHANDLE_INDEX
//-----------------------------------------------------------------------------
// Functions the engine provides to IGameMovement to assist in its movement.
//-----------------------------------------------------------------------------
abstract_class IMoveHelper
{
public:
// Call this to set the singleton
static IMoveHelper* GetSingleton( ) { return sm_pSingleton; }
// Methods associated with a particular entity
virtual char const* GetName( EntityHandle_t handle ) const = 0;
// Adds the trace result to touch list, if contact is not already in list.
virtual void ResetTouchList( void ) = 0;
virtual bool AddToTouched( const CGameTrace& tr, const Vector& impactvelocity ) = 0;
virtual void ProcessImpacts( void ) = 0;
// Numbered line printf
virtual void Con_NPrintf( int idx, PRINTF_FORMAT_STRING char const* fmt, ... ) = 0;
// These have separate server vs client impementations
virtual void StartSound( const Vector& origin, int channel, char const* sample, float volume, soundlevel_t soundlevel, int fFlags, int pitch ) = 0;
virtual void StartSound( const Vector& origin, const char *soundname ) = 0;
virtual void PlaybackEventFull( int flags, int clientindex, unsigned short eventindex, float delay, Vector& origin, Vector& angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 ) = 0;
// Apply falling damage to m_pHostPlayer based on m_pHostPlayer->m_flFallVelocity.
virtual bool PlayerFallingDamage( void ) = 0;
// Apply falling damage to m_pHostPlayer based on m_pHostPlayer->m_flFallVelocity.
virtual void PlayerSetAnimation( PLAYER_ANIM playerAnim ) = 0;
virtual IPhysicsSurfaceProps *GetSurfaceProps( void ) = 0;
virtual bool IsWorldEntity( const CBaseHandle &handle ) = 0;
protected:
// Inherited classes can call this to set the singleton
static void SetSingleton( IMoveHelper* pMoveHelper ) { sm_pSingleton = pMoveHelper; }
// Clients shouldn't call delete directly
virtual ~IMoveHelper() {}
// The global instance
static IMoveHelper* sm_pSingleton;
};
//-----------------------------------------------------------------------------
// Add this to the CPP file that implements the IMoveHelper
//-----------------------------------------------------------------------------
#define IMPLEMENT_MOVEHELPER() \
IMoveHelper* IMoveHelper::sm_pSingleton = 0
//-----------------------------------------------------------------------------
// Call this to set the singleton
//-----------------------------------------------------------------------------
inline IMoveHelper* MoveHelper( )
{
return IMoveHelper::GetSingleton();
}
#endif // IMOVEHELPER_H