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.
2199 lines
73 KiB
2199 lines
73 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
|
// |
|
// Purpose: A base class for the client-side representation of entities. |
|
// |
|
// This class encompasses both entities that are created on the server |
|
// and networked to the client AND entities that are created on the |
|
// client. |
|
// |
|
// $NoKeywords: $ |
|
//===========================================================================// |
|
|
|
#ifndef C_BASEENTITY_H |
|
#define C_BASEENTITY_H |
|
#ifdef _WIN32 |
|
#pragma once |
|
#endif |
|
|
|
#include "mathlib/vector.h" |
|
#include "icliententityinternal.h" |
|
#include "engine/ivmodelinfo.h" |
|
#include "engine/ivmodelrender.h" |
|
#include "client_class.h" |
|
#include "iclientshadowmgr.h" |
|
#include "ehandle.h" |
|
#include "iclientunknown.h" |
|
#include "client_thinklist.h" |
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
#include "predictableid.h" |
|
#endif |
|
#include "soundflags.h" |
|
#include "shareddefs.h" |
|
#include "networkvar.h" |
|
#include "interpolatedvar.h" |
|
#include "collisionproperty.h" |
|
#include "particle_property.h" |
|
#include "toolframework/itoolentity.h" |
|
#include "tier0/threadtools.h" |
|
|
|
class C_Team; |
|
class IPhysicsObject; |
|
class IClientVehicle; |
|
class CPredictionCopy; |
|
class C_BasePlayer; |
|
struct studiohdr_t; |
|
class CStudioHdr; |
|
class CDamageModifier; |
|
class IRecipientFilter; |
|
class CUserCmd; |
|
struct solid_t; |
|
class ISave; |
|
class IRestore; |
|
class C_BaseAnimating; |
|
class C_AI_BaseNPC; |
|
struct EmitSound_t; |
|
class C_RecipientFilter; |
|
class CTakeDamageInfo; |
|
class C_BaseCombatCharacter; |
|
class CEntityMapData; |
|
class ConVar; |
|
class CDmgAccumulator; |
|
|
|
struct CSoundParameters; |
|
|
|
typedef unsigned int AimEntsListHandle_t; |
|
|
|
#define INVALID_AIMENTS_LIST_HANDLE (AimEntsListHandle_t)~0 |
|
|
|
extern void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
|
extern void RecvProxy_LocalVelocity( const CRecvProxyData *pData, void *pStruct, void *pOut ); |
|
|
|
enum CollideType_t |
|
{ |
|
ENTITY_SHOULD_NOT_COLLIDE = 0, |
|
ENTITY_SHOULD_COLLIDE, |
|
ENTITY_SHOULD_RESPOND |
|
}; |
|
|
|
class VarMapEntry_t |
|
{ |
|
|
|
|
|
public: |
|
unsigned short type; |
|
unsigned short m_bNeedsToInterpolate; // Set to false when this var doesn't |
|
// need Interpolate() called on it anymore. |
|
void *data; |
|
IInterpolatedVar *watcher; |
|
}; |
|
|
|
struct VarMapping_t |
|
{ |
|
VarMapping_t() |
|
{ |
|
m_nInterpolatedEntries = 0; |
|
} |
|
|
|
CUtlVector< VarMapEntry_t > m_Entries; |
|
int m_nInterpolatedEntries; |
|
float m_lastInterpolationTime; |
|
}; |
|
|
|
|
|
|
|
#define DECLARE_INTERPOLATION() |
|
|
|
|
|
// How many data slots to use when in multiplayer. |
|
#define MULTIPLAYER_BACKUP 90 |
|
|
|
|
|
struct serialentity_t; |
|
|
|
typedef CHandle<C_BaseEntity> EHANDLE; // The client's version of EHANDLE. |
|
|
|
typedef void (C_BaseEntity::*BASEPTR)(void); |
|
typedef void (C_BaseEntity::*ENTITYFUNCPTR)(C_BaseEntity *pOther ); |
|
|
|
// For entity creation on the client |
|
typedef C_BaseEntity* (*DISPATCHFUNCTION)( void ); |
|
|
|
#include "touchlink.h" |
|
#include "groundlink.h" |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
//----------------------------------------------------------------------------- |
|
// Purpose: For fully client side entities we use this information to determine |
|
// authoritatively if the server has acknowledged creating this entity, etc. |
|
//----------------------------------------------------------------------------- |
|
struct PredictionContext |
|
{ |
|
PredictionContext() |
|
{ |
|
m_bActive = false; |
|
m_nCreationCommandNumber = -1; |
|
m_pszCreationModule = NULL; |
|
m_nCreationLineNumber = 0; |
|
m_hServerEntity = NULL; |
|
} |
|
|
|
// The command_number of the usercmd which created this entity |
|
bool m_bActive; |
|
int m_nCreationCommandNumber; |
|
char const *m_pszCreationModule; |
|
int m_nCreationLineNumber; |
|
// The entity to whom we are attached |
|
CHandle< C_BaseEntity > m_hServerEntity; |
|
}; |
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: think contexts |
|
//----------------------------------------------------------------------------- |
|
struct thinkfunc_t |
|
{ |
|
BASEPTR m_pfnThink; |
|
string_t m_iszContext; |
|
int m_nNextThinkTick; |
|
int m_nLastThinkTick; |
|
}; |
|
|
|
#define CREATE_PREDICTED_ENTITY( className ) \ |
|
C_BaseEntity::CreatePredictedEntityByName( className, __FILE__, __LINE__ ); |
|
|
|
|
|
|
|
// Entity flags that only exist on the client. |
|
#define ENTCLIENTFLAG_GETTINGSHADOWRENDERBOUNDS 0x0001 // Tells us if we're getting the real ent render bounds or the shadow render bounds. |
|
#define ENTCLIENTFLAG_DONTUSEIK 0x0002 // Don't use IK on this entity even if its model has IK. |
|
#define ENTCLIENTFLAG_ALWAYS_INTERPOLATE 0x0004 // Used by view models. |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Base client side entity object |
|
//----------------------------------------------------------------------------- |
|
class C_BaseEntity : public IClientEntity |
|
{ |
|
// Construction |
|
DECLARE_CLASS_NOBASE( C_BaseEntity ); |
|
|
|
friend class CPrediction; |
|
friend void cc_cl_interp_all_changed( IConVar *pConVar, const char *pOldString, float flOldValue ); |
|
|
|
public: |
|
DECLARE_DATADESC(); |
|
DECLARE_CLIENTCLASS(); |
|
DECLARE_PREDICTABLE(); |
|
|
|
C_BaseEntity(); |
|
virtual ~C_BaseEntity(); |
|
|
|
static C_BaseEntity *CreatePredictedEntityByName( const char *classname, const char *module, int line, bool persist = false ); |
|
|
|
// FireBullets uses shared code for prediction. |
|
virtual void FireBullets( const FireBulletsInfo_t &info ); |
|
virtual void ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo ) {} |
|
virtual bool ShouldDrawUnderwaterBulletBubbles(); |
|
virtual bool ShouldDrawWaterImpacts( void ) { return true; } |
|
virtual bool HandleShotImpactingWater( const FireBulletsInfo_t &info, |
|
const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest ); |
|
virtual ITraceFilter* GetBeamTraceFilter( void ); |
|
virtual void DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL ); |
|
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL ); |
|
virtual void DoImpactEffect( trace_t &tr, int nDamageType ); |
|
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); |
|
virtual int GetTracerAttachment( void ); |
|
void ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart ); |
|
void TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType ); |
|
virtual int BloodColor(); |
|
virtual const char* GetTracerType(); |
|
|
|
virtual void Spawn( void ); |
|
virtual void SpawnClientEntity( void ); |
|
virtual void Precache( void ); |
|
virtual void Activate(); |
|
|
|
virtual void ParseMapData( CEntityMapData *mapData ); |
|
virtual bool KeyValue( const char *szKeyName, const char *szValue ); |
|
virtual bool KeyValue( const char *szKeyName, float flValue ); |
|
virtual bool KeyValue( const char *szKeyName, const Vector &vecValue ); |
|
virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ); |
|
|
|
// 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 ); |
|
|
|
|
|
void Interp_SetupMappings( VarMapping_t *map ); |
|
|
|
// Returns 1 if there are no more changes (ie: we could call RemoveFromInterpolationList). |
|
int Interp_Interpolate( VarMapping_t *map, float currentTime ); |
|
|
|
void Interp_RestoreToLastNetworked( VarMapping_t *map ); |
|
void Interp_UpdateInterpolationAmounts( VarMapping_t *map ); |
|
void Interp_HierarchyUpdateInterpolationAmounts(); |
|
|
|
// Called by the CLIENTCLASS macros. |
|
virtual bool Init( int entnum, int iSerialNum ); |
|
|
|
// Called in the destructor to shutdown everything. |
|
void Term(); |
|
|
|
// memory handling, uses calloc so members are zero'd out on instantiation |
|
void *operator new( size_t stAllocateBlock ); |
|
void *operator new[]( size_t stAllocateBlock ); |
|
void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ); |
|
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 ); } |
|
|
|
// This just picks one of the routes to IClientUnknown. |
|
IClientUnknown* GetIClientUnknown() { return this; } |
|
virtual C_BaseAnimating* GetBaseAnimating() { return NULL; } |
|
virtual void SetClassname( const char *className ); |
|
|
|
string_t m_iClassname; |
|
|
|
// IClientUnknown overrides. |
|
public: |
|
|
|
virtual void SetRefEHandle( const CBaseHandle &handle ); |
|
virtual const CBaseHandle& GetRefEHandle() const; |
|
|
|
void SetToolHandle( HTOOLHANDLE handle ); |
|
HTOOLHANDLE GetToolHandle() const; |
|
|
|
void EnableInToolView( bool bEnable ); |
|
bool IsEnabledInToolView() const; |
|
|
|
void SetToolRecording( bool recording ); |
|
bool IsToolRecording() const; |
|
bool HasRecordedThisFrame() const; |
|
virtual void RecordToolMessage(); |
|
|
|
// used to exclude entities from being recorded in the SFM tools |
|
void DontRecordInTools(); |
|
bool ShouldRecordInTools() const; |
|
|
|
virtual void Release(); |
|
virtual ICollideable* GetCollideable() { return &m_Collision; } |
|
virtual IClientNetworkable* GetClientNetworkable() { return this; } |
|
virtual IClientRenderable* GetClientRenderable() { return this; } |
|
virtual IClientEntity* GetIClientEntity() { return this; } |
|
virtual C_BaseEntity* GetBaseEntity() { return this; } |
|
virtual IClientThinkable* GetClientThinkable() { return this; } |
|
|
|
|
|
// Methods of IClientRenderable |
|
public: |
|
|
|
virtual const Vector& GetRenderOrigin( void ); |
|
virtual const QAngle& GetRenderAngles( void ); |
|
virtual Vector GetObserverCamOrigin( void ) { return GetRenderOrigin(); } // Return the origin for player observers tracking this target |
|
virtual const matrix3x4_t & RenderableToWorldTransform(); |
|
virtual bool IsTransparent( void ); |
|
virtual bool IsTwoPass( void ); |
|
virtual bool UsesPowerOfTwoFrameBufferTexture(); |
|
virtual bool UsesFullFrameBufferTexture(); |
|
virtual bool IgnoresZBuffer( void ) const; |
|
virtual const model_t *GetModel( void ) const; |
|
virtual int DrawModel( int flags ); |
|
virtual void ComputeFxBlend( void ); |
|
virtual int GetFxBlend( void ); |
|
virtual bool LODTest() { return true; } // NOTE: UNUSED |
|
virtual void GetRenderBounds( Vector& mins, Vector& maxs ); |
|
virtual IPVSNotify* GetPVSNotifyInterface(); |
|
virtual void GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs ); |
|
|
|
virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ); |
|
|
|
// Determine the color modulation amount |
|
virtual void GetColorModulation( float* color ); |
|
|
|
virtual void OnThreadedDrawSetup() {} |
|
public: |
|
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); |
|
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); |
|
|
|
// To mimic server call convention |
|
C_BaseEntity *GetOwnerEntity( void ) const; |
|
void SetOwnerEntity( C_BaseEntity *pOwner ); |
|
|
|
C_BaseEntity *GetEffectEntity( void ) const; |
|
void SetEffectEntity( C_BaseEntity *pEffectEnt ); |
|
|
|
// 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( void ); |
|
|
|
// IClientNetworkable implementation. |
|
public: |
|
virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); |
|
|
|
// save out interpolated values |
|
virtual void PreDataUpdate( DataUpdateType_t updateType ); |
|
virtual void PostDataUpdate( DataUpdateType_t updateType ); |
|
|
|
virtual void ValidateModelIndex( void ); |
|
|
|
// pvs info. NOTE: Do not override these!! |
|
virtual void SetDormant( bool bDormant ); |
|
virtual bool IsDormant( void ); |
|
|
|
// Tells the entity that it's about to be destroyed due to the client receiving |
|
// an uncompressed update that's caused it to destroy all entities & recreate them. |
|
virtual void SetDestroyedOnRecreateEntities( void ); |
|
|
|
virtual int GetEFlags() const; |
|
virtual void SetEFlags( int iEFlags ); |
|
void AddEFlags( int nEFlagMask ); |
|
void RemoveEFlags( int nEFlagMask ); |
|
bool IsEFlagSet( int nEFlagMask ) const; |
|
|
|
// checks to see if the entity is marked for deletion |
|
bool IsMarkedForDeletion( void ); |
|
|
|
virtual int entindex( void ) const; |
|
|
|
// This works for client-only entities and returns the GetEntryIndex() of the entity's handle, |
|
// so the sound system can get an IClientEntity from it. |
|
int GetSoundSourceIndex() const; |
|
|
|
// Server to client message received |
|
virtual void ReceiveMessage( int classID, bf_read &msg ); |
|
|
|
virtual void* GetDataTableBasePtr(); |
|
|
|
// IClientThinkable. |
|
public: |
|
// Called whenever you registered for a think message (with SetNextClientThink). |
|
virtual void ClientThink(); |
|
|
|
virtual ClientThinkHandle_t GetThinkHandle(); |
|
virtual void SetThinkHandle( ClientThinkHandle_t hThink ); |
|
|
|
|
|
public: |
|
|
|
void AddVar( void *data, IInterpolatedVar *watcher, int type, bool bSetup=false ); |
|
void RemoveVar( void *data, bool bAssert=true ); |
|
VarMapping_t* GetVarMapping(); |
|
|
|
VarMapping_t m_VarMap; |
|
|
|
|
|
public: |
|
// An inline version the game code can use |
|
CCollisionProperty *CollisionProp(); |
|
const CCollisionProperty*CollisionProp() const; |
|
CParticleProperty *ParticleProp(); |
|
const CParticleProperty *ParticleProp() const; |
|
|
|
// Simply here for game shared |
|
bool IsFloating(); |
|
|
|
virtual bool ShouldSavePhysics(); |
|
|
|
// save/restore stuff |
|
virtual void OnSave(); |
|
virtual void OnRestore(); |
|
// capabilities for save/restore |
|
virtual int ObjectCaps( void ); |
|
// only overload these if you have special data to serialize |
|
virtual int Save( ISave &save ); |
|
virtual int Restore( IRestore &restore ); |
|
|
|
private: |
|
|
|
int SaveDataDescBlock( ISave &save, datamap_t *dmap ); |
|
int RestoreDataDescBlock( IRestore &restore, datamap_t *dmap ); |
|
|
|
// Called after restoring data into prediction slots. This function is used in place of proxies |
|
// on the variables, so if some variable like m_nModelIndex needs to update other state (like |
|
// the model pointer), it is done here. |
|
void OnPostRestoreData(); |
|
|
|
public: |
|
|
|
// 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 |
|
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 ); |
|
|
|
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 ); |
|
|
|
// Purpose: My physics object has been updated, react or extract data |
|
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); |
|
inline IPhysicsObject *VPhysicsGetObject( void ) const { return m_pPhysicsObject; } |
|
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax ); |
|
virtual bool VPhysicsIsFlesh( void ); |
|
|
|
// IClientEntity implementation. |
|
public: |
|
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ); |
|
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ); |
|
virtual bool UsesFlexDelayedWeights() { return false; } |
|
virtual void DoAnimationEvents( void ); |
|
|
|
// Add entity to visible entities list? |
|
virtual void AddEntity( void ); |
|
|
|
virtual const Vector& GetAbsOrigin( void ) const; |
|
virtual const QAngle& GetAbsAngles( void ) const; |
|
|
|
const Vector& GetNetworkOrigin() const; |
|
const QAngle& GetNetworkAngles() const; |
|
|
|
void SetNetworkOrigin( const Vector& org ); |
|
void SetNetworkAngles( const QAngle& ang ); |
|
|
|
const Vector& GetLocalOrigin( void ) const; |
|
void SetLocalOrigin( const Vector& origin ); |
|
vec_t GetLocalOriginDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here. |
|
void SetLocalOriginDim( int iDim, vec_t flValue ); |
|
|
|
const QAngle& GetLocalAngles( void ) const; |
|
void SetLocalAngles( const QAngle& angles ); |
|
vec_t GetLocalAnglesDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here. |
|
void SetLocalAnglesDim( int iDim, vec_t flValue ); |
|
|
|
virtual const Vector& GetPrevLocalOrigin() const; |
|
virtual const QAngle& GetPrevLocalAngles() const; |
|
|
|
void SetLocalTransform( const matrix3x4_t &localTransform ); |
|
|
|
void SetModelName( string_t name ); |
|
string_t GetModelName( void ) const; |
|
|
|
int GetModelIndex( void ) const; |
|
void SetModelIndex( int index ); |
|
virtual int CalcOverrideModelIndex() { return -1; } |
|
|
|
// 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 |
|
virtual const Vector& WorldAlignMins( ) const; |
|
virtual const Vector& WorldAlignMaxs( ) const; |
|
|
|
// This defines collision bounds *in whatever space is currently defined by the solid type* |
|
// SOLID_BBOX: World Align |
|
// SOLID_OBB: Entity space |
|
// SOLID_BSP: Entity space |
|
// SOLID_VPHYSICS Not used |
|
void SetCollisionBounds( const Vector& mins, const Vector &maxs ); |
|
|
|
// NOTE: These use the collision OBB to compute a reasonable center point for the entity |
|
virtual const Vector& WorldSpaceCenter( ) const; |
|
|
|
// FIXME: Do we want this? |
|
const Vector& WorldAlignSize( ) const; |
|
bool IsPointSized() 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; |
|
|
|
// Used when the collision prop is told to ask game code for the world-space surrounding box |
|
virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ); |
|
|
|
// 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 ); |
|
|
|
void GetVectors(Vector* forward, Vector* right, Vector* up) const; |
|
|
|
// Sets abs angles, but also sets local angles to be appropriate |
|
void SetAbsOrigin( const Vector& origin ); |
|
void SetAbsAngles( const QAngle& angles ); |
|
|
|
void AddFlag( int flags ); |
|
void RemoveFlag( int flagsToRemove ); |
|
void ToggleFlag( int flagToToggle ); |
|
int GetFlags( void ) const; |
|
void ClearFlags(); |
|
|
|
MoveType_t GetMoveType( void ) const; |
|
MoveCollide_t GetMoveCollide( void ) const; |
|
virtual SolidType_t GetSolid( void ) const; |
|
|
|
virtual int GetSolidFlags( void ) const; |
|
bool IsSolidFlagSet( int flagMask ) const; |
|
void SetSolidFlags( int nFlags ); |
|
void AddSolidFlags( int nFlags ); |
|
void RemoveSolidFlags( int nFlags ); |
|
bool IsSolid() const; |
|
|
|
virtual class CMouthInfo *GetMouth( void ); |
|
|
|
// Retrieve sound spatialization info for the specified sound on this entity |
|
// Return false to indicate sound is not audible |
|
virtual bool GetSoundSpatialization( SpatializationInfo_t& info ); |
|
|
|
// Attachments |
|
virtual int LookupAttachment( const char *pAttachmentName ) { return -1; } |
|
virtual bool GetAttachment( int number, matrix3x4_t &matrix ); |
|
virtual bool GetAttachment( int number, Vector &origin ); |
|
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); |
|
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); |
|
|
|
// Team handling |
|
virtual C_Team *GetTeam( void ); |
|
virtual int GetTeamNumber( void ) const; |
|
virtual void ChangeTeam( int iTeamNum ); // Assign this entity to a team. |
|
virtual int GetRenderTeamNumber( void ); |
|
virtual bool InSameTeam( C_BaseEntity *pEntity ); // Returns true if the specified entity is on the same team as this one |
|
virtual bool InLocalTeam( void ); |
|
|
|
// ID Target handling |
|
virtual bool IsValidIDTarget( void ) { return false; } |
|
virtual const char *GetIDString( void ) { return ""; }; |
|
|
|
// See CSoundEmitterSystem |
|
virtual void ModifyEmitSoundParams( EmitSound_t ¶ms ); |
|
|
|
void EmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter( 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( this ), and EmitSound( filter, entindex(), etc. ); |
|
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 ¶ms, const char *actormodel ); |
|
static bool GetParametersForSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters ¶ms, const char *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 ); |
|
|
|
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 ); |
|
|
|
// 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( C_RecipientFilter& filter ); |
|
static void EmitCloseCaption( IRecipientFilter& filter, int entindex, char const *token, CUtlVector< Vector >& soundorigins, float duration, bool warnifmissing = false ); |
|
|
|
// Moves all aiments into their correct position for the frame |
|
static void MarkAimEntsDirty(); |
|
static void CalcAimEntPositions(); |
|
|
|
static bool IsPrecacheAllowed(); |
|
static void SetAllowPrecache( bool allow ); |
|
|
|
static bool m_bAllowPrecache; |
|
|
|
static bool IsSimulatingOnAlternateTicks(); |
|
|
|
// C_BaseEntity local functions |
|
public: |
|
|
|
void UpdatePartitionListEntry(); |
|
|
|
// This can be used to setup the entity as a client-only entity. |
|
// Override this to perform per-entity clientside setup |
|
virtual bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup ); |
|
|
|
|
|
|
|
|
|
|
|
// This function gets called on all client entities once per simulation phase. |
|
// It dispatches events like OnDataChanged(), and calls the legacy function AddEntity(). |
|
virtual void Simulate(); |
|
|
|
|
|
// This event is triggered during the simulation phase if an entity's data has changed. It is |
|
// better to hook this instead of PostDataUpdate() because in PostDataUpdate(), server entity origins |
|
// are incorrect and attachment points can't be used. |
|
virtual void OnDataChanged( DataUpdateType_t type ); |
|
|
|
// This is called once per frame before any data is read in from the server. |
|
virtual void OnPreDataChanged( DataUpdateType_t type ); |
|
|
|
bool IsStandable() const; |
|
bool IsBSPModel() const; |
|
|
|
|
|
// If this is a vehicle, returns the vehicle interface |
|
virtual IClientVehicle* GetClientVehicle() { return NULL; } |
|
|
|
// Returns the aiment render origin + angles |
|
virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); |
|
|
|
// get network origin from previous update |
|
virtual const Vector& GetOldOrigin(); |
|
|
|
// Methods relating to traversing hierarchy |
|
C_BaseEntity *GetMoveParent( void ) const; |
|
C_BaseEntity *GetRootMoveParent(); |
|
C_BaseEntity *FirstMoveChild( void ) const; |
|
C_BaseEntity *NextMovePeer( void ) const; |
|
|
|
inline ClientEntityHandle_t GetClientHandle() const { return ClientEntityHandle_t( m_RefEHandle ); } |
|
inline bool IsServerEntity( void ); |
|
|
|
virtual RenderGroup_t GetRenderGroup(); |
|
|
|
virtual void GetToolRecordingState( KeyValues *msg ); |
|
virtual void CleanupToolRecordingState( KeyValues *msg ); |
|
|
|
// The value returned by here determines whether or not (and how) the entity |
|
// is put into the spatial partition. |
|
virtual CollideType_t GetCollideType( void ); |
|
|
|
virtual bool ShouldDraw(); |
|
inline bool IsVisible() const { return m_hRender != INVALID_CLIENT_RENDER_HANDLE; } |
|
void UpdateVisibility(); |
|
|
|
// Returns true if the entity changes its position every frame on the server but it doesn't |
|
// set animtime. In that case, the client returns true here so it copies the server time to |
|
// animtime in OnDataChanged and the position history is correct for interpolation. |
|
virtual bool IsSelfAnimating(); |
|
|
|
// Set appropriate flags and store off data when these fields are about to change |
|
virtual void OnLatchInterpolatedVariables( int flags ); |
|
// For predictable entities, stores last networked value |
|
void OnStoreLastNetworkedValue(); |
|
|
|
// Initialize things given a new model. |
|
virtual CStudioHdr *OnNewModel(); |
|
virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect ); |
|
|
|
bool IsSimulatedEveryTick() const; |
|
bool IsAnimatedEveryTick() const; |
|
void SetSimulatedEveryTick( bool sim ); |
|
void SetAnimatedEveryTick( bool anim ); |
|
|
|
void Interp_Reset( VarMapping_t *map ); |
|
virtual void ResetLatched(); |
|
|
|
float GetInterpolationAmount( int flags ); |
|
float GetLastChangeTime( int flags ); |
|
|
|
// Interpolate the position for rendering |
|
virtual bool Interpolate( float currentTime ); |
|
|
|
// Did the object move so far that it shouldn't interpolate? |
|
bool Teleported( void ); |
|
// Is this a submodel of the world ( *1 etc. in name ) ( brush models only ) |
|
virtual bool IsSubModel( void ); |
|
// Deal with EF_* flags |
|
virtual void CreateLightEffects( void ); |
|
|
|
void AddToAimEntsList(); |
|
void RemoveFromAimEntsList(); |
|
|
|
// Reset internal fields |
|
virtual void Clear( void ); |
|
// Helper to draw raw brush models |
|
virtual int DrawBrushModel( bool bTranslucent, int nFlags, bool bTwoPass ); |
|
|
|
// returns the material animation start time |
|
virtual float GetTextureAnimationStartTime(); |
|
// Indicates that a texture animation has wrapped |
|
virtual void TextureAnimationWrapped(); |
|
|
|
// Set the next think time. Pass in CLIENT_THINK_ALWAYS to have Think() called each frame. |
|
virtual void SetNextClientThink( float nextThinkTime ); |
|
|
|
// anything that has health can override this... |
|
virtual void SetHealth(int iHealth) {} |
|
virtual int GetHealth() const { return 0; } |
|
virtual int GetMaxHealth() const { return 1; } |
|
virtual bool IsVisibleToTargetID( void ) { return false; } |
|
|
|
// Returns the health fraction |
|
float HealthFraction() const; |
|
|
|
// Should this object cast shadows? |
|
virtual ShadowType_t ShadowCastType(); |
|
|
|
// Should this object receive shadows? |
|
virtual bool ShouldReceiveProjectedTextures( int flags ); |
|
|
|
// Shadow-related methods |
|
virtual bool IsShadowDirty( ); |
|
virtual void MarkShadowDirty( bool bDirty ); |
|
virtual IClientRenderable *GetShadowParent(); |
|
virtual IClientRenderable *FirstShadowChild(); |
|
virtual IClientRenderable *NextShadowPeer(); |
|
|
|
// Sets up a render handle so the leaf system will draw this entity. |
|
void AddToLeafSystem(); |
|
void AddToLeafSystem( RenderGroup_t group ); |
|
// remove entity form leaf system again |
|
void RemoveFromLeafSystem(); |
|
|
|
// A method to apply a decal to an entity |
|
virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd, |
|
const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ); |
|
|
|
virtual void AddColoredDecal( const Vector& rayStart, const Vector& rayEnd, |
|
const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, Color cColor, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ); |
|
|
|
// A method to remove all decals from an entity |
|
void RemoveAllDecals( void ); |
|
|
|
// Is this a brush model? |
|
bool IsBrushModel() const; |
|
|
|
// A random value 0-1 used by proxies to make sure they're not all in sync |
|
float ProxyRandomValue() const { return m_flProxyRandomValue; } |
|
|
|
// The spawn time of this entity |
|
float SpawnTime() const { return m_flSpawnTime; } |
|
|
|
virtual bool IsClientCreated( void ) const; |
|
|
|
virtual void UpdateOnRemove( void ); |
|
|
|
virtual void SUB_Remove( void ); |
|
|
|
// Prediction stuff |
|
///////////////// |
|
void CheckInitPredictable( const char *context ); |
|
|
|
void AllocateIntermediateData( void ); |
|
void DestroyIntermediateData( void ); |
|
void ShiftIntermediateDataForward( int slots_to_remove, int previous_last_slot ); |
|
|
|
void *GetPredictedFrame( int framenumber ); |
|
void *GetOriginalNetworkDataObject( void ); |
|
bool IsIntermediateDataAllocated( void ) const; |
|
|
|
void InitPredictable( void ); |
|
void ShutdownPredictable( void ); |
|
|
|
virtual void SetPredictable( bool state ); |
|
bool GetPredictable( void ) const; |
|
void PreEntityPacketReceived( int commands_acknowledged ); |
|
void PostEntityPacketReceived( void ); |
|
bool PostNetworkDataReceived( int commands_acknowledged ); |
|
bool GetPredictionEligible( void ) const; |
|
void SetPredictionEligible( bool canpredict ); |
|
|
|
enum |
|
{ |
|
SLOT_ORIGINALDATA = -1, |
|
}; |
|
|
|
int SaveData( const char *context, int slot, int type ); |
|
virtual int RestoreData( const char *context, int slot, int type ); |
|
|
|
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, const char *pCustomImpactName ); |
|
|
|
virtual bool ShouldPredict( void ) { return false; }; |
|
// interface function pointers |
|
void (C_BaseEntity::*m_pfnThink)(void); |
|
virtual void Think( void ) |
|
{ |
|
AssertMsg( m_pfnThink != &C_BaseEntity::Think, "Infinite recursion is infinitely bad." ); |
|
|
|
if ( m_pfnThink ) |
|
{ |
|
( this->*m_pfnThink )(); |
|
} |
|
} |
|
|
|
void PhysicsDispatchThink( BASEPTR thinkFunc ); |
|
|
|
// Toggle the visualization of the entity's abs/bbox |
|
enum |
|
{ |
|
VISUALIZE_COLLISION_BOUNDS = 0x1, |
|
VISUALIZE_SURROUNDING_BOUNDS = 0x2, |
|
VISUALIZE_RENDER_BOUNDS = 0x4, |
|
}; |
|
|
|
void ToggleBBoxVisualization( int fVisFlags ); |
|
void DrawBBoxVisualizations( void ); |
|
|
|
// Methods implemented on both client and server |
|
public: |
|
void SetSize( const Vector &vecMin, const Vector &vecMax ); // UTIL_SetSize( pev, mins, maxs ); |
|
char const *GetClassname( void ); |
|
char const *GetDebugName( void ); |
|
static int PrecacheModel( const char *name ); |
|
static bool PrecacheSound( const char *name ); |
|
static void PrefetchSound( const char *name ); |
|
void Remove( ); // UTIL_Remove( this ); |
|
|
|
public: |
|
|
|
// Returns the attachment point index on our parent that our transform is relative to. |
|
// 0 if we're relative to the parent's absorigin and absangles. |
|
unsigned char GetParentAttachment() const; |
|
|
|
// 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 ); |
|
|
|
// Determine approximate velocity based on updates from server |
|
void EstimateAbsVelocity( Vector& vel ); |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
// The player drives simulation of this entity |
|
void SetPlayerSimulated( C_BasePlayer *pOwner ); |
|
bool IsPlayerSimulated( void ) const; |
|
CBasePlayer *GetSimulatingPlayer( void ); |
|
void UnsetPlayerSimulated( void ); |
|
#endif |
|
|
|
// Sorry folks, here lies TF2-specific stuff that really has no other place to go |
|
virtual bool CanBePoweredUp( void ) { return false; } |
|
virtual bool AttemptToPowerup( int iPowerup, float flTime, float flAmount = 0, C_BaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL ) { return false; } |
|
|
|
void SetCheckUntouch( bool check ); |
|
bool GetCheckUntouch() const; |
|
|
|
virtual bool IsCurrentlyTouching( void ) const; |
|
|
|
virtual void StartTouch( C_BaseEntity *pOther ); |
|
virtual void Touch( C_BaseEntity *pOther ); |
|
virtual void EndTouch( C_BaseEntity *pOther ); |
|
|
|
void (C_BaseEntity ::*m_pfnTouch)( C_BaseEntity *pOther ); |
|
|
|
void PhysicsStep( void ); |
|
|
|
protected: |
|
static bool sm_bDisableTouchFuncs; // Disables PhysicsTouch and PhysicsStartTouch function calls |
|
|
|
public: |
|
touchlink_t *PhysicsMarkEntityAsTouched( C_BaseEntity *other ); |
|
void PhysicsTouch( C_BaseEntity *pentOther ); |
|
void PhysicsStartTouch( C_BaseEntity *pentOther ); |
|
|
|
// 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( C_BaseEntity *other, trace_t &trace ); |
|
void PhysicsMarkEntitiesAsTouching( C_BaseEntity *other, trace_t &trace ); |
|
void PhysicsMarkEntitiesAsTouchingEventDriven( C_BaseEntity *other, trace_t &trace ); |
|
|
|
// Physics helper |
|
static void PhysicsRemoveTouchedList( C_BaseEntity *ent ); |
|
static void PhysicsNotifyOtherOfUntouch( C_BaseEntity *ent, C_BaseEntity *other ); |
|
static void PhysicsRemoveToucher( C_BaseEntity *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(); |
|
|
|
bool PhysicsCheckWater( void ); |
|
void PhysicsCheckVelocity( void ); |
|
void PhysicsAddHalfGravity( float timestep ); |
|
void PhysicsAddGravityMove( Vector &move ); |
|
|
|
virtual unsigned int PhysicsSolidMaskForEntity( void ) const; |
|
|
|
void SetGroundEntity( C_BaseEntity *ground ); |
|
C_BaseEntity *GetGroundEntity( void ); |
|
|
|
void PhysicsPushEntity( const Vector& push, trace_t *pTrace ); |
|
void PhysicsCheckWaterTransition( void ); |
|
|
|
// 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 ); |
|
void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); |
|
|
|
void PhysicsCheckForEntityUntouch( void ); |
|
|
|
// Creates the shadow (if it doesn't already exist) based on shadow cast type |
|
void CreateShadow(); |
|
|
|
// Destroys the shadow; causes its type to be recomputed if the entity doesn't go away immediately. |
|
void DestroyShadow(); |
|
|
|
protected: |
|
// think function handling |
|
enum thinkmethods_t |
|
{ |
|
THINK_FIRE_ALL_FUNCTIONS, |
|
THINK_FIRE_BASE_ONLY, |
|
THINK_FIRE_ALL_BUT_BASE, |
|
}; |
|
public: |
|
|
|
// Unlinks from hierarchy |
|
// 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. |
|
void SetParent( C_BaseEntity *pParentEntity, int iParentAttachment=0 ); |
|
|
|
bool PhysicsRunThink( thinkmethods_t thinkMethod = THINK_FIRE_ALL_FUNCTIONS ); |
|
bool PhysicsRunSpecificThink( int nContextIndex, BASEPTR thinkFunc ); |
|
|
|
virtual void PhysicsSimulate( void ); |
|
virtual bool IsAlive( void ); |
|
|
|
bool IsInWorld( void ) { return true; } |
|
|
|
bool IsWorld() { return entindex() == 0; } |
|
///////////////// |
|
|
|
virtual bool IsPlayer( void ) const { return false; }; |
|
virtual bool IsBaseCombatCharacter( void ) { return false; }; |
|
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; } |
|
virtual bool IsNPC( void ) { return false; } |
|
C_AI_BaseNPC *MyNPCPointer( void ); |
|
virtual bool IsNextBot() { return false; } |
|
// TF2 specific |
|
virtual bool IsBaseObject( void ) const { return false; } |
|
virtual bool IsBaseCombatWeapon( void ) const { return false; } |
|
virtual class C_BaseCombatWeapon *MyCombatWeaponPointer() { return NULL; } |
|
virtual bool IsCombatItem( void ) const { return false; } |
|
|
|
virtual bool IsBaseTrain( void ) const { return false; } |
|
|
|
// Returns the eye point + angles (used for viewing + shooting) |
|
virtual Vector EyePosition( void ); |
|
virtual const QAngle& EyeAngles( void ); // Direction of eyes |
|
virtual const QAngle& LocalEyeAngles( void ); // Direction of eyes in local space (pl.v_angle) |
|
|
|
// position of ears |
|
virtual Vector EarPosition( void ); |
|
|
|
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 |
|
|
|
// Called by physics to see if we should avoid a collision test.... |
|
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const; |
|
|
|
// Sets physics parameters |
|
void SetFriction( float flFriction ); |
|
|
|
void SetGravity( float flGravity ); |
|
float GetGravity( void ) const; |
|
|
|
// Sets the model from a model index |
|
void SetModelByIndex( int nModelIndex ); |
|
|
|
// Set model... (NOTE: Should only be used by client-only entities |
|
// Returns false if the model name is bogus or otherwise can't be loaded |
|
bool SetModel( const char *pModelName ); |
|
|
|
void SetModelPointer( const model_t *pModel ); |
|
|
|
|
|
// Access movetype and solid. |
|
void SetMoveType( MoveType_t val, MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT ); // Set to one of the MOVETYPE_ defines. |
|
void SetMoveCollide( MoveCollide_t val ); // Set to one of the MOVECOLLIDE_ defines. |
|
void SetSolid( SolidType_t val ); // Set to one of the SOLID_ defines. |
|
|
|
// 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 SetAbsVelocity( const Vector &vecVelocity ); |
|
const Vector& GetLocalVelocity() const; |
|
const Vector& GetAbsVelocity( ) const; |
|
|
|
void ApplyLocalVelocityImpulse( const Vector &vecImpulse ); |
|
void ApplyAbsVelocityImpulse( const Vector &vecImpulse ); |
|
void ApplyLocalAngularVelocityImpulse( const AngularImpulse &angImpulse ); |
|
|
|
// 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; |
|
|
|
// void SetAbsAngularVelocity( const QAngle &vecAngAbsVelocity ); |
|
// const QAngle& GetAbsAngularVelocity( ) const; |
|
|
|
const Vector& GetBaseVelocity() const; |
|
void SetBaseVelocity( const Vector& v ); |
|
|
|
virtual const Vector &GetViewOffset() const; |
|
virtual void SetViewOffset( const Vector& v ); |
|
|
|
#ifdef SIXENSE |
|
const Vector& GetEyeOffset() const; |
|
void SetEyeOffset( const Vector& v ); |
|
|
|
const QAngle & GetEyeAngleOffset() const; |
|
void SetEyeAngleOffset( const QAngle & qa ); |
|
#endif |
|
|
|
// Invalidates the abs state of all children |
|
void InvalidatePhysicsRecursive( int nChangeFlags ); |
|
|
|
ClientRenderHandle_t GetRenderHandle() const; |
|
|
|
void SetRemovalFlag( bool bRemove ); |
|
|
|
// Effects... |
|
bool IsEffectActive( int nEffectMask ) const; |
|
void AddEffects( int nEffects ); |
|
void RemoveEffects( int nEffects ); |
|
int GetEffects( void ) const; |
|
void ClearEffects( void ); |
|
void SetEffects( int nEffects ); |
|
|
|
// 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 ); |
|
|
|
// 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(); |
|
|
|
// For shadows rendering the correct body + sequence... |
|
virtual int GetBody() { return 0; } |
|
virtual int GetSkin() { return 0; } |
|
|
|
// Stubs on client |
|
void NetworkStateManualMode( bool activate ) { } |
|
void NetworkStateChanged() { } |
|
void NetworkStateChanged( void *pVar ) { } |
|
void NetworkStateSetUpdateInterval( float N ) { } |
|
void NetworkStateForceUpdate() { } |
|
|
|
// 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 ); |
|
|
|
// These set entity flags (EFL_*) to help optimize queries |
|
void CheckHasThinkFunction( bool isThinkingHint = false ); |
|
void CheckHasGamePhysicsSimulation(); |
|
bool WillThink(); |
|
bool WillSimulateGamePhysics(); |
|
int GetFirstThinkTick(); // get first tick thinking on any context |
|
|
|
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; } |
|
|
|
int GetCreationTick() const; |
|
|
|
#ifdef _DEBUG |
|
void FunctionCheck( void *pFunction, const char *name ); |
|
|
|
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name ) |
|
{ |
|
//COMPILE_TIME_ASSERT( sizeof(func) == 4 ); |
|
m_pfnTouch = func; |
|
//FunctionCheck( *(reinterpret_cast<void **>(&m_pfnTouch)), name ); |
|
return func; |
|
} |
|
#endif |
|
|
|
// Gets the model instance + shadow handle |
|
virtual ModelInstanceHandle_t GetModelInstance() { return m_ModelInstance; } |
|
void SetModelInstance( ModelInstanceHandle_t hInstance) { m_ModelInstance = hInstance; } |
|
bool SnatchModelInstance( C_BaseEntity * pToEntity ); |
|
virtual ClientShadowHandle_t GetShadowHandle() const { return m_ShadowHandle; } |
|
virtual ClientRenderHandle_t& RenderHandle(); |
|
|
|
void CreateModelInstance(); |
|
|
|
// Sets the origin + angles to match the last position received |
|
void MoveToLastReceivedPosition( bool force = false ); |
|
|
|
protected: |
|
// Only meant to be called from subclasses |
|
void DestroyModelInstance(); |
|
|
|
// Interpolate entity |
|
static void ProcessTeleportList(); |
|
static void ProcessInterpolatedList(); |
|
static void CheckInterpolatedVarParanoidMeasurement(); |
|
|
|
// overrideable rules if an entity should interpolate |
|
virtual bool ShouldInterpolate(); |
|
|
|
// Call this in OnDataChanged if you don't chain it down! |
|
void MarkMessageReceived(); |
|
|
|
// Gets the last message time |
|
float GetLastMessageTime() const { return m_flLastMessageTime; } |
|
|
|
// For non-players |
|
int PhysicsClipVelocity (const Vector& in, const Vector& normal, Vector& out, float overbounce ); |
|
|
|
// Allow entities to perform client-side fades |
|
virtual unsigned char GetClientSideFade() { return 255; } |
|
|
|
protected: |
|
// Two part guts of Interpolate(). Shared with C_BaseAnimating. |
|
enum |
|
{ |
|
INTERPOLATE_STOP=0, |
|
INTERPOLATE_CONTINUE |
|
}; |
|
|
|
// Returns INTERPOLATE_STOP or INTERPOLATE_CONTINUE. |
|
// bNoMoreChanges is set to 1 if you can call RemoveFromInterpolationList on the entity. |
|
int BaseInterpolatePart1( float ¤tTime, Vector &oldOrigin, QAngle &oldAngles, Vector &oldVel, int &bNoMoreChanges ); |
|
void BaseInterpolatePart2( Vector &oldOrigin, QAngle &oldAngles, Vector &oldVel, int nChangeFlags ); |
|
|
|
|
|
public: |
|
// Accessors for above |
|
static int GetPredictionRandomSeed( void ); |
|
static void SetPredictionRandomSeed( const CUserCmd *cmd ); |
|
static C_BasePlayer *GetPredictionPlayer( void ); |
|
static void SetPredictionPlayer( C_BasePlayer *player ); |
|
static void CheckCLInterpChanged(); |
|
|
|
// Collision group accessors |
|
int GetCollisionGroup() const; |
|
void SetCollisionGroup( int collisionGroup ); |
|
void CollisionRulesChanged(); |
|
|
|
static C_BaseEntity *Instance( int iEnt ); |
|
// Doesn't do much, but helps with trace results |
|
static C_BaseEntity *Instance( IClientEntity *ent ); |
|
static C_BaseEntity *Instance( CBaseHandle hEnt ); |
|
// For debugging shared code |
|
static bool IsServer( void ); |
|
static bool IsClient( void ); |
|
static char const *GetDLLType( void ); |
|
static void SetAbsQueriesValid( bool bValid ); |
|
static bool IsAbsQueriesValid( void ); |
|
|
|
// Enable/disable abs recomputations on a stack. |
|
static void PushEnableAbsRecomputations( bool bEnable ); |
|
static void PopEnableAbsRecomputations(); |
|
|
|
// This requires the abs recomputation stack to be empty and just sets the global state. |
|
// It should only be used at the scope of the frame loop. |
|
static void EnableAbsRecomputations( bool bEnable ); |
|
|
|
static bool IsAbsRecomputationsEnabled( void ); |
|
|
|
|
|
// Bloat the culling bbox past the parent ent's bbox in local space if EF_BONEMERGE_FASTCULL is set. |
|
virtual void BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const; |
|
|
|
|
|
// Accessors for color. |
|
const color32 GetRenderColor() const; |
|
void SetRenderColor( byte r, byte g, byte b ); |
|
void SetRenderColor( byte r, byte g, byte b, byte a ); |
|
void SetRenderColorR( byte r ); |
|
void SetRenderColorG( byte g ); |
|
void SetRenderColorB( byte b ); |
|
void SetRenderColorA( byte a ); |
|
|
|
void SetRenderMode( RenderMode_t nRenderMode, bool bForceUpdate = false ); |
|
RenderMode_t GetRenderMode() const; |
|
|
|
public: |
|
|
|
// Determine what entity this corresponds to |
|
int index; |
|
|
|
// Render information |
|
unsigned char m_nRenderFX; |
|
unsigned char m_nRenderFXBlend; |
|
|
|
// Entity flags that are only for the client (ENTCLIENTFLAG_ defines). |
|
unsigned short m_EntClientFlags; |
|
|
|
CNetworkColor32( m_clrRender ); |
|
|
|
private: |
|
|
|
// Model for rendering |
|
const model_t *model; |
|
|
|
public: |
|
// Time animation sequence or frame was last changed |
|
float m_flAnimTime; |
|
float m_flOldAnimTime; |
|
|
|
float m_flSimulationTime; |
|
float m_flOldSimulationTime; |
|
|
|
float m_flCreateTime; |
|
|
|
byte m_ubInterpolationFrame; |
|
byte m_ubOldInterpolationFrame; |
|
|
|
private: |
|
// Effects to apply |
|
int m_fEffects; |
|
unsigned char m_nRenderMode; |
|
unsigned char m_nOldRenderMode; |
|
|
|
public: |
|
// Used to store the state we were added to the BSP as, so it can |
|
// reinsert the entity if the state changes. |
|
ClientRenderHandle_t m_hRender; // link into spatial partition |
|
|
|
// Interpolation says don't draw yet |
|
bool m_bReadyToDraw; |
|
|
|
// Should we be interpolating? |
|
static bool IsInterpolationEnabled(); |
|
|
|
// Should we interpolate this tick? (Used to be EF_NOINTERP) |
|
bool IsNoInterpolationFrame(); |
|
|
|
// |
|
int m_nNextThinkTick; |
|
int m_nLastThinkTick; |
|
|
|
// Object model index |
|
short m_nModelIndex; |
|
|
|
#ifdef TF_CLIENT_DLL |
|
int m_nModelIndexOverrides[MAX_VISION_MODES]; |
|
#endif |
|
|
|
char m_takedamage; |
|
char m_lifeState; |
|
|
|
int m_iHealth; |
|
|
|
// was pev->speed |
|
float m_flSpeed; |
|
|
|
// Team Handling |
|
int m_iTeamNum; |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
// Certain entities (projectiles) can be created on the client |
|
CPredictableId m_PredictableID; |
|
PredictionContext *m_pPredictionContext; |
|
#endif |
|
|
|
// used so we know when things are no longer touching |
|
int touchStamp; |
|
|
|
// Called after predicted entity has been acknowledged so that no longer needed entity can |
|
// be deleted |
|
// Return true to force deletion right now, regardless of isbeingremoved |
|
virtual bool OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted ); |
|
|
|
bool IsDormantPredictable( void ) const; |
|
bool BecameDormantThisPacket( void ) const; |
|
void SetDormantPredictable( bool dormant ); |
|
|
|
int GetWaterLevel() const; |
|
void SetWaterLevel( int nLevel ); |
|
int GetWaterType() const; |
|
void SetWaterType( int nType ); |
|
|
|
float GetElasticity( void ) const; |
|
|
|
int GetTextureFrameIndex( void ); |
|
void SetTextureFrameIndex( int iIndex ); |
|
|
|
virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const; |
|
virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const; |
|
virtual C_BaseEntity *GetShadowUseOtherEntity( void ) const; |
|
virtual void SetShadowUseOtherEntity( C_BaseEntity *pEntity ); |
|
|
|
CInterpolatedVar< QAngle >& GetRotationInterpolator(); |
|
CInterpolatedVar< Vector >& GetOriginInterpolator(); |
|
virtual bool AddRagdollToFadeQueue( void ) { return true; } |
|
|
|
// Dirty bits |
|
void MarkRenderHandleDirty(); |
|
|
|
// used by SourceTV since move-parents may be missing when child spawns. |
|
void HierarchyUpdateMoveParent(); |
|
|
|
virtual bool IsDeflectable() { return false; } |
|
|
|
protected: |
|
int m_nFXComputeFrame; |
|
|
|
// FIXME: Should I move the functions handling these out of C_ClientEntity |
|
// and into C_BaseEntity? Then we could make these private. |
|
// Client handle |
|
CBaseHandle m_RefEHandle; // Reference ehandle. Used to generate ehandles off this entity. |
|
|
|
private: |
|
// Set by tools if this entity should route "info" to various tools listening to HTOOLENTITIES |
|
#ifndef NO_TOOLFRAMEWORK |
|
bool m_bEnabledInToolView; |
|
bool m_bToolRecording; |
|
HTOOLHANDLE m_ToolHandle; |
|
int m_nLastRecordedFrame; |
|
bool m_bRecordInTools; // should this entity be recorded in the tools (we exclude some things like models for menus) |
|
#endif |
|
|
|
protected: |
|
// pointer to the entity's physics object (vphysics.dll) |
|
IPhysicsObject *m_pPhysicsObject; |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
bool m_bPredictionEligible; |
|
#endif |
|
|
|
int m_nSimulationTick; |
|
|
|
// Think contexts |
|
int GetIndexForThinkContext( const char *pszContext ); |
|
CUtlVector< thinkfunc_t > m_aThinkFunctions; |
|
int m_iCurrentThinkContext; |
|
|
|
// Object eye position |
|
Vector m_vecViewOffset; |
|
|
|
#if defined(SIXENSE) |
|
Vector m_vecEyeOffset; |
|
QAngle m_EyeAngleOffset; |
|
#endif |
|
// Allow studio models to tell us what their m_nBody value is |
|
virtual int GetStudioBody( void ) { return 0; } |
|
|
|
public: |
|
// This can be used to setup the entity as a client-only entity. It gets an entity handle, |
|
// a render handle, and is put into the spatial partition. |
|
bool InitializeAsClientEntityByIndex( int iIndex, RenderGroup_t renderGroup ); |
|
|
|
private: |
|
friend void OnRenderStart(); |
|
|
|
// Figure out the smoothly interpolated origin for all server entities. Happens right before |
|
// letting all entities simulate. |
|
static void InterpolateServerEntities(); |
|
|
|
// Check which entities want to be drawn and add them to the leaf system. |
|
static void AddVisibleEntities(); |
|
|
|
// For entities marked for recording, post bone messages to IToolSystems |
|
static void ToolRecordEntities(); |
|
|
|
// Computes the base velocity |
|
void UpdateBaseVelocity( void ); |
|
|
|
// Physics-related private methods |
|
void PhysicsPusher( void ); |
|
void PhysicsNone( void ); |
|
void PhysicsNoclip( void ); |
|
void PhysicsParent( void ); |
|
void PhysicsStepRunTimestep( float timestep ); |
|
void PhysicsToss( void ); |
|
void PhysicsCustom( void ); |
|
|
|
// Simulation in local space of rigid children |
|
void PhysicsRigidChild( void ); |
|
|
|
// Computes absolute position based on hierarchy |
|
void CalcAbsolutePosition( ); |
|
void CalcAbsoluteVelocity(); |
|
|
|
// Computes new angles based on the angular velocity |
|
void SimulateAngles( float flFrameTime ); |
|
|
|
// Implement this if you use MOVETYPE_CUSTOM |
|
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity ); |
|
|
|
// methods related to decal adding |
|
void AddStudioDecal( const Ray_t& ray, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS ); |
|
void AddColoredStudioDecal( const Ray_t& ray, int hitbox, int decalIndex, bool doTrace, trace_t& tr, Color cColor, int maxLODToDecal ); |
|
void AddBrushModelDecal( const Ray_t& ray, const Vector& decalCenter, int decalIndex, bool doTrace, trace_t& tr ); |
|
|
|
void ComputePackedOffsets( void ); |
|
int ComputePackedSize_R( datamap_t *map ); |
|
int GetIntermediateDataSize( void ); |
|
|
|
void UnlinkChild( C_BaseEntity *pParent, C_BaseEntity *pChild ); |
|
void LinkChild( C_BaseEntity *pParent, C_BaseEntity *pChild ); |
|
void HierarchySetParent( C_BaseEntity *pNewParent ); |
|
void UnlinkFromHierarchy(); |
|
|
|
// Computes the water level + type |
|
void UpdateWaterState(); |
|
|
|
// Checks a sweep without actually performing the move |
|
void PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace ); |
|
|
|
// FIXME: REMOVE!!! |
|
void MoveToAimEnt( ); |
|
|
|
// 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; |
|
|
|
// Object velocity |
|
Vector m_vecVelocity; |
|
CInterpolatedVar< Vector > m_iv_vecVelocity; |
|
|
|
Vector m_vecAbsVelocity; |
|
|
|
// was pev->avelocity |
|
QAngle m_vecAngVelocity; |
|
|
|
// QAngle m_vecAbsAngVelocity; |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
// It's still in the list for "fixup purposes" and simulation, but don't try to render it any more... |
|
bool m_bDormantPredictable; |
|
|
|
// So we can clean it up |
|
int m_nIncomingPacketEntityBecameDormant; |
|
#endif |
|
|
|
// The spawn time of the entity |
|
float m_flSpawnTime; |
|
|
|
// Timestamp of message arrival |
|
float m_flLastMessageTime; |
|
|
|
// Base velocity |
|
Vector m_vecBaseVelocity; |
|
|
|
// Gravity multiplier |
|
float m_flGravity; |
|
|
|
// Model instance data.. |
|
ModelInstanceHandle_t m_ModelInstance; |
|
|
|
// Shadow data |
|
ClientShadowHandle_t m_ShadowHandle; |
|
|
|
// A random value used by material proxies for each model instance. |
|
float m_flProxyRandomValue; |
|
|
|
ClientThinkHandle_t m_hThink; |
|
|
|
int m_iEFlags; // entity flags EFL_* |
|
|
|
// Object movetype |
|
unsigned char m_MoveType; |
|
unsigned char m_MoveCollide; |
|
unsigned char m_iParentAttachment; // 0 if we're relative to the parent's absorigin and absangles. |
|
unsigned char m_iOldParentAttachment; |
|
|
|
unsigned char m_nWaterLevel; |
|
unsigned char m_nWaterType; |
|
// For client/server entities, true if the entity goes outside the PVS. |
|
// Unused for client only entities. |
|
bool m_bDormant; |
|
// Prediction system |
|
bool m_bPredictable; |
|
|
|
|
|
// Hierarchy |
|
CHandle<C_BaseEntity> m_pMoveParent; |
|
CHandle<C_BaseEntity> m_pMoveChild; |
|
CHandle<C_BaseEntity> m_pMovePeer; |
|
CHandle<C_BaseEntity> m_pMovePrevPeer; |
|
|
|
// The moveparent received from networking data |
|
CHandle<C_BaseEntity> m_hNetworkMoveParent; |
|
CHandle<C_BaseEntity> m_hOldMoveParent; |
|
|
|
string_t m_ModelName; |
|
|
|
CNetworkVarEmbedded( CCollisionProperty, m_Collision ); |
|
CNetworkVarEmbedded( CParticleProperty, m_Particles ); |
|
|
|
// Physics state |
|
float m_flElasticity; |
|
|
|
float m_flShadowCastDistance; |
|
EHANDLE m_ShadowDirUseOtherEntity; |
|
|
|
EHANDLE m_hGroundEntity; |
|
float m_flGroundChangeTime; |
|
|
|
|
|
// Friction. |
|
float m_flFriction; |
|
|
|
Vector m_vecAbsOrigin; |
|
|
|
// Object orientation |
|
QAngle m_angAbsRotation; |
|
|
|
Vector m_vecOldOrigin; |
|
QAngle m_vecOldAngRotation; |
|
|
|
Vector m_vecOrigin; |
|
CInterpolatedVar< Vector > m_iv_vecOrigin; |
|
QAngle m_angRotation; |
|
CInterpolatedVar< QAngle > m_iv_angRotation; |
|
|
|
// Specifies the entity-to-world transform |
|
matrix3x4_t m_rgflCoordinateFrame; |
|
|
|
// Last values to come over the wire. Used for interpolation. |
|
Vector m_vecNetworkOrigin; |
|
QAngle m_angNetworkAngles; |
|
|
|
// Behavior flags |
|
int m_fFlags; |
|
|
|
// used to cull collision tests |
|
int m_CollisionGroup; |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
// For storing prediction results and pristine network state |
|
byte *m_pIntermediateData[ MULTIPLAYER_BACKUP ]; |
|
byte *m_pOriginalData; |
|
int m_nIntermediateDataCount; |
|
|
|
bool m_bIsPlayerSimulated; |
|
#endif |
|
|
|
CNetworkVar( bool, m_bSimulatedEveryTick ); |
|
CNetworkVar( bool, m_bAnimatedEveryTick ); |
|
CNetworkVar( bool, m_bAlternateSorting ); |
|
|
|
//Adrian |
|
unsigned char m_iTextureFrameIndex; |
|
|
|
// Bbox visualization |
|
unsigned char m_fBBoxVisFlags; |
|
|
|
// The list that holds OnDataChanged events uses this to make sure we don't get multiple |
|
// OnDataChanged calls in the same frame if the client receives multiple packets. |
|
int m_DataChangeEventRef; |
|
|
|
#if !defined( NO_ENTITY_PREDICTION ) |
|
// Player who is driving my simulation |
|
CHandle< CBasePlayer > m_hPlayerSimulationOwner; |
|
#endif |
|
|
|
// The owner! |
|
EHANDLE m_hOwnerEntity; |
|
EHANDLE m_hEffectEntity; |
|
|
|
// 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 C_BasePlayer *m_pPredictionPlayer; |
|
static bool s_bAbsQueriesValid; |
|
static bool s_bAbsRecomputationEnabled; |
|
|
|
static bool s_bInterpolate; |
|
|
|
int m_fDataObjectTypes; |
|
|
|
AimEntsListHandle_t m_AimEntsListHandle; |
|
int m_nCreationTick; |
|
|
|
|
|
public: |
|
float m_fRenderingClipPlane[4]; //world space clip plane when drawing |
|
bool m_bEnableRenderingClipPlane; //true to use the custom clip plane when drawing |
|
float * GetRenderClipPlane( void ); // Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane |
|
|
|
protected: |
|
|
|
void AddToInterpolationList(); |
|
void RemoveFromInterpolationList(); |
|
unsigned short m_InterpolationListEntry; // Entry into g_InterpolationList (or g_InterpolationList.InvalidIndex if not in the list). |
|
|
|
void AddToTeleportList(); |
|
void RemoveFromTeleportList(); |
|
unsigned short m_TeleportListEntry; |
|
|
|
CThreadFastMutex m_CalcAbsolutePositionMutex; |
|
CThreadFastMutex m_CalcAbsoluteVelocityMutex; |
|
|
|
#ifdef TF_CLIENT_DLL |
|
// TF prevents drawing of any entity attached to players that aren't items in the inventory of the player. |
|
// This is to prevent servers creating fake cosmetic items and attaching them to players. |
|
public: |
|
virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry ); |
|
bool EntityDeemedInvalid( void ) { return (m_bValidatedOwner && m_bDeemedInvalid); } |
|
protected: |
|
bool m_bValidatedOwner; |
|
bool m_bDeemedInvalid; |
|
bool m_bWasDeemedInvalid; |
|
RenderMode_t m_PreviousRenderMode; |
|
color32 m_PreviousRenderColor; |
|
#endif |
|
}; |
|
|
|
EXTERN_RECV_TABLE(DT_BaseEntity); |
|
|
|
inline bool FClassnameIs( C_BaseEntity *pEntity, const char *szClassname ) |
|
{ |
|
Assert( pEntity ); |
|
if ( pEntity == NULL ) |
|
return false; |
|
|
|
return !strcmp( pEntity->GetClassname(), szClassname ) ? true : false; |
|
} |
|
|
|
#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 SetTouch( a ) TouchSet( static_cast <void (C_BaseEntity::*)(C_BaseEntity *)> (a), #a ) |
|
|
|
#else |
|
#define SetTouch( a ) m_pfnTouch = static_cast <void (C_BaseEntity::*)(C_BaseEntity *)> (a) |
|
|
|
#endif |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// An inline version the game code can use |
|
//----------------------------------------------------------------------------- |
|
inline CCollisionProperty *C_BaseEntity::CollisionProp() |
|
{ |
|
return &m_Collision; |
|
} |
|
|
|
inline const CCollisionProperty *C_BaseEntity::CollisionProp() const |
|
{ |
|
return &m_Collision; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// An inline version the game code can use |
|
//----------------------------------------------------------------------------- |
|
inline CParticleProperty *C_BaseEntity::ParticleProp() |
|
{ |
|
return &m_Particles; |
|
} |
|
|
|
inline const CParticleProperty *C_BaseEntity::ParticleProp() const |
|
{ |
|
return &m_Particles; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: Returns whether this entity was created on the client. |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::IsServerEntity( void ) |
|
{ |
|
return index != -1; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Inline methods |
|
//----------------------------------------------------------------------------- |
|
inline matrix3x4_t &C_BaseEntity::EntityToWorldTransform() |
|
{ |
|
Assert( s_bAbsQueriesValid ); |
|
CalcAbsolutePosition(); |
|
return m_rgflCoordinateFrame; |
|
} |
|
|
|
inline const matrix3x4_t &C_BaseEntity::EntityToWorldTransform() const |
|
{ |
|
Assert( s_bAbsQueriesValid ); |
|
const_cast<C_BaseEntity*>(this)->CalcAbsolutePosition(); |
|
return m_rgflCoordinateFrame; |
|
} |
|
|
|
inline const Vector& C_BaseEntity::GetNetworkOrigin() const |
|
{ |
|
return m_vecNetworkOrigin; |
|
} |
|
|
|
inline const QAngle& C_BaseEntity::GetNetworkAngles() const |
|
{ |
|
return m_angNetworkAngles; |
|
} |
|
|
|
inline const model_t *C_BaseEntity::GetModel( void ) const |
|
{ |
|
return model; |
|
} |
|
|
|
inline int C_BaseEntity::GetModelIndex( void ) const |
|
{ |
|
return m_nModelIndex; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Some helper methods that transform a point from entity space to world space + back |
|
//----------------------------------------------------------------------------- |
|
inline void C_BaseEntity::EntityToWorldSpace( const Vector &in, Vector *pOut ) const |
|
{ |
|
if ( GetAbsAngles() == vec3_angle ) |
|
{ |
|
VectorAdd( in, GetAbsOrigin(), *pOut ); |
|
} |
|
else |
|
{ |
|
VectorTransform( in, EntityToWorldTransform(), *pOut ); |
|
} |
|
} |
|
|
|
inline void C_BaseEntity::WorldToEntitySpace( const Vector &in, Vector *pOut ) const |
|
{ |
|
if ( GetAbsAngles() == vec3_angle ) |
|
{ |
|
VectorSubtract( in, GetAbsOrigin(), *pOut ); |
|
} |
|
else |
|
{ |
|
VectorITransform( in, EntityToWorldTransform(), *pOut ); |
|
} |
|
} |
|
|
|
inline const Vector &C_BaseEntity::GetAbsVelocity( ) const |
|
{ |
|
Assert( s_bAbsQueriesValid ); |
|
const_cast<C_BaseEntity*>(this)->CalcAbsoluteVelocity(); |
|
return m_vecAbsVelocity; |
|
} |
|
|
|
inline C_BaseEntity *C_BaseEntity::Instance( IClientEntity *ent ) |
|
{ |
|
return ent ? ent->GetBaseEntity() : NULL; |
|
} |
|
|
|
// For debugging shared code |
|
inline bool C_BaseEntity::IsServer( void ) |
|
{ |
|
return false; |
|
} |
|
|
|
inline bool C_BaseEntity::IsClient( void ) |
|
{ |
|
return true; |
|
} |
|
|
|
inline const char *C_BaseEntity::GetDLLType( void ) |
|
{ |
|
return "client"; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods relating to solid type + flags |
|
//----------------------------------------------------------------------------- |
|
inline void C_BaseEntity::SetSolidFlags( int nFlags ) |
|
{ |
|
CollisionProp()->SetSolidFlags( nFlags ); |
|
} |
|
|
|
inline bool C_BaseEntity::IsSolidFlagSet( int flagMask ) const |
|
{ |
|
return CollisionProp()->IsSolidFlagSet( flagMask ); |
|
} |
|
|
|
inline int C_BaseEntity::GetSolidFlags( void ) const |
|
{ |
|
return CollisionProp()->GetSolidFlags( ); |
|
} |
|
|
|
inline void C_BaseEntity::AddSolidFlags( int nFlags ) |
|
{ |
|
CollisionProp()->AddSolidFlags( nFlags ); |
|
} |
|
|
|
inline void C_BaseEntity::RemoveSolidFlags( int nFlags ) |
|
{ |
|
CollisionProp()->RemoveSolidFlags( nFlags ); |
|
} |
|
|
|
inline bool C_BaseEntity::IsSolid() const |
|
{ |
|
return CollisionProp()->IsSolid( ); |
|
} |
|
|
|
inline void C_BaseEntity::SetSolid( SolidType_t val ) |
|
{ |
|
CollisionProp()->SetSolid( val ); |
|
} |
|
|
|
inline SolidType_t C_BaseEntity::GetSolid( ) const |
|
{ |
|
return CollisionProp()->GetSolid( ); |
|
} |
|
|
|
inline void C_BaseEntity::SetCollisionBounds( const Vector& mins, const Vector &maxs ) |
|
{ |
|
CollisionProp()->SetCollisionBounds( mins, maxs ); |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods relating to bounds |
|
//----------------------------------------------------------------------------- |
|
inline const Vector& C_BaseEntity::WorldAlignMins( ) const |
|
{ |
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() ); |
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); |
|
return CollisionProp()->OBBMins(); |
|
} |
|
|
|
inline const Vector& C_BaseEntity::WorldAlignMaxs( ) const |
|
{ |
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() ); |
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); |
|
return CollisionProp()->OBBMaxs(); |
|
} |
|
|
|
inline const Vector& C_BaseEntity::WorldAlignSize( ) const |
|
{ |
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() ); |
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle ); |
|
return CollisionProp()->OBBSize(); |
|
} |
|
|
|
inline float CBaseEntity::BoundingRadius() const |
|
{ |
|
return CollisionProp()->BoundingRadius(); |
|
} |
|
|
|
inline bool CBaseEntity::IsPointSized() const |
|
{ |
|
return CollisionProp()->BoundingRadius() == 0.0f; |
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods relating to traversing hierarchy |
|
//----------------------------------------------------------------------------- |
|
inline C_BaseEntity *C_BaseEntity::GetMoveParent( void ) const |
|
{ |
|
return m_pMoveParent; |
|
} |
|
|
|
inline C_BaseEntity *C_BaseEntity::FirstMoveChild( void ) const |
|
{ |
|
return m_pMoveChild; |
|
} |
|
|
|
inline C_BaseEntity *C_BaseEntity::NextMovePeer( void ) const |
|
{ |
|
return m_pMovePeer; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Velocity |
|
//----------------------------------------------------------------------------- |
|
inline const Vector& C_BaseEntity::GetLocalVelocity() const |
|
{ |
|
return m_vecVelocity; |
|
} |
|
|
|
inline const QAngle& C_BaseEntity::GetLocalAngularVelocity( ) const |
|
{ |
|
return m_vecAngVelocity; |
|
} |
|
|
|
inline const Vector& C_BaseEntity::GetBaseVelocity() const |
|
{ |
|
return m_vecBaseVelocity; |
|
} |
|
|
|
inline void C_BaseEntity::SetBaseVelocity( const Vector& v ) |
|
{ |
|
m_vecBaseVelocity = v; |
|
} |
|
|
|
inline void C_BaseEntity::SetFriction( float flFriction ) |
|
{ |
|
m_flFriction = flFriction; |
|
} |
|
|
|
inline void C_BaseEntity::SetGravity( float flGravity ) |
|
{ |
|
m_flGravity = flGravity; |
|
} |
|
|
|
inline float C_BaseEntity::GetGravity( void ) const |
|
{ |
|
return m_flGravity; |
|
} |
|
|
|
inline int C_BaseEntity::GetWaterLevel() const |
|
{ |
|
return m_nWaterLevel; |
|
} |
|
|
|
inline void C_BaseEntity::SetWaterLevel( int nLevel ) |
|
{ |
|
m_nWaterLevel = nLevel; |
|
} |
|
|
|
inline float C_BaseEntity::GetElasticity( void ) const |
|
{ |
|
return m_flElasticity; |
|
} |
|
|
|
inline const color32 CBaseEntity::GetRenderColor() const |
|
{ |
|
return m_clrRender.Get(); |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColor( byte r, byte g, byte b ) |
|
{ |
|
color32 clr = { r, g, b, m_clrRender->a }; |
|
m_clrRender = clr; |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColor( byte r, byte g, byte b, byte a ) |
|
{ |
|
color32 clr = { r, g, b, a }; |
|
m_clrRender = clr; |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColorR( byte r ) |
|
{ |
|
SetRenderColor( r, GetRenderColor().g, GetRenderColor().b ); |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColorG( byte g ) |
|
{ |
|
SetRenderColor( GetRenderColor().r, g, GetRenderColor().b ); |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColorB( byte b ) |
|
{ |
|
SetRenderColor( GetRenderColor().r, GetRenderColor().g, b ); |
|
} |
|
|
|
inline void C_BaseEntity::SetRenderColorA( byte a ) |
|
{ |
|
SetRenderColor( GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, a ); |
|
} |
|
|
|
inline RenderMode_t CBaseEntity::GetRenderMode() const |
|
{ |
|
return (RenderMode_t)m_nRenderMode; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// checks to see if the entity is marked for deletion |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::IsMarkedForDeletion( void ) |
|
{ |
|
return (m_iEFlags & EFL_KILLME); |
|
} |
|
|
|
inline void C_BaseEntity::AddEFlags( int nEFlagMask ) |
|
{ |
|
m_iEFlags |= nEFlagMask; |
|
} |
|
|
|
inline void C_BaseEntity::RemoveEFlags( int nEFlagMask ) |
|
{ |
|
m_iEFlags &= ~nEFlagMask; |
|
} |
|
|
|
inline bool CBaseEntity::IsEFlagSet( int nEFlagMask ) const |
|
{ |
|
return (m_iEFlags & nEFlagMask) != 0; |
|
} |
|
|
|
inline unsigned char CBaseEntity::GetParentAttachment() const |
|
{ |
|
return m_iParentAttachment; |
|
} |
|
|
|
inline ClientRenderHandle_t CBaseEntity::GetRenderHandle() const |
|
{ |
|
return m_hRender; |
|
} |
|
|
|
inline ClientRenderHandle_t& CBaseEntity::RenderHandle() |
|
{ |
|
return m_hRender; |
|
} |
|
|
|
#ifdef SIXENSE |
|
|
|
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; |
|
} |
|
|
|
#endif |
|
|
|
//----------------------------------------------------------------------------- |
|
// Methods to cast away const |
|
//----------------------------------------------------------------------------- |
|
inline Vector C_BaseEntity::EyePosition( void ) const |
|
{ |
|
return const_cast<C_BaseEntity*>(this)->EyePosition(); |
|
} |
|
|
|
inline const QAngle &C_BaseEntity::EyeAngles( void ) const // Direction of eyes in world space |
|
{ |
|
return const_cast<C_BaseEntity*>(this)->EyeAngles(); |
|
} |
|
|
|
inline const QAngle &C_BaseEntity::LocalEyeAngles( void ) const // Direction of eyes |
|
{ |
|
return const_cast<C_BaseEntity*>(this)->LocalEyeAngles(); |
|
} |
|
|
|
inline Vector C_BaseEntity::EarPosition( void ) const // position of ears |
|
{ |
|
return const_cast<C_BaseEntity*>(this)->EarPosition(); |
|
} |
|
|
|
inline VarMapping_t* C_BaseEntity::GetVarMapping() |
|
{ |
|
return &m_VarMap; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Should we be interpolating? |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::IsInterpolationEnabled() |
|
{ |
|
return s_bInterpolate; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Should we be interpolating during this frame? (was EF_NOINTERP) |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::IsNoInterpolationFrame() |
|
{ |
|
return m_ubOldInterpolationFrame != m_ubInterpolationFrame; |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : handle - |
|
// Output : inline void |
|
//----------------------------------------------------------------------------- |
|
inline void C_BaseEntity::SetToolHandle( HTOOLHANDLE handle ) |
|
{ |
|
#ifndef NO_TOOLFRAMEWORK |
|
m_ToolHandle = handle; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : inline HTOOLHANDLE |
|
//----------------------------------------------------------------------------- |
|
inline HTOOLHANDLE C_BaseEntity::GetToolHandle() const |
|
{ |
|
#ifndef NO_TOOLFRAMEWORK |
|
return m_ToolHandle; |
|
#else |
|
return (HTOOLHANDLE)0; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::IsEnabledInToolView() const |
|
{ |
|
#ifndef NO_TOOLFRAMEWORK |
|
return m_bEnabledInToolView; |
|
#else |
|
return false; |
|
#endif |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Purpose: |
|
// Input : - |
|
// Output : inline bool |
|
//----------------------------------------------------------------------------- |
|
inline bool C_BaseEntity::ShouldRecordInTools() const |
|
{ |
|
#ifndef NO_TOOLFRAMEWORK |
|
return m_bRecordInTools; |
|
#else |
|
return true; |
|
#endif |
|
} |
|
|
|
C_BaseEntity *CreateEntityByName( const char *className ); |
|
|
|
#endif // C_BASEENTITY_H
|
|
|