Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEENTITY_H
#define BASEENTITY_H
#ifdef _WIN32
#pragma once
#endif
#define TEAMNUM_NUM_BITS 6
#include "entitylist.h"
#include "entityoutput.h"
#include "networkvar.h"
#include "collisionproperty.h"
#include "ServerNetworkProperty.h"
#include "shareddefs.h"
#include "engine/ivmodelinfo.h"
class CDamageModifier;
class CDmgAccumulator;
struct CSoundParameters;
class AI_CriteriaSet;
class IResponseSystem;
class IEntitySaveUtils;
class CRecipientFilter;
class CStudioHdr;
// Matching the high level concept is significantly better than other criteria
// FIXME: Could do this in the script file by making it required and bumping up weighting there instead...
#define CONCEPT_WEIGHT 5.0f
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 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 INextBot;
typedef CUtlVector< CBaseEntity* > EntityList_t;
#if defined( HL2_DLL )
// For CLASSIFY
enum Class_T
{
CLASS_NONE=0,
CLASS_PLAYER,
CLASS_PLAYER_ALLY,
CLASS_PLAYER_ALLY_VITAL,
CLASS_ANTLION,
CLASS_BARNACLE,
CLASS_BULLSEYE,
//CLASS_BULLSQUID,
CLASS_CITIZEN_PASSIVE,
CLASS_CITIZEN_REBEL,
CLASS_COMBINE,
CLASS_COMBINE_GUNSHIP,
CLASS_CONSCRIPT,
CLASS_HEADCRAB,
//CLASS_HOUNDEYE,
CLASS_MANHACK,
CLASS_METROPOLICE,
CLASS_MILITARY,
CLASS_SCANNER,
CLASS_STALKER,
CLASS_VORTIGAUNT,
CLASS_ZOMBIE,
CLASS_PROTOSNIPER,
CLASS_MISSILE,
CLASS_FLARE,
CLASS_EARTH_FAUNA,
CLASS_HACKED_ROLLERMINE,
CLASS_COMBINE_HUNTER,
NUM_AI_CLASSES
};
#elif defined( HL1_DLL )
enum Class_T
{
CLASS_NONE = 0,
CLASS_MACHINE,
CLASS_PLAYER,
CLASS_HUMAN_PASSIVE,
CLASS_HUMAN_MILITARY,
CLASS_ALIEN_MILITARY,
CLASS_ALIEN_MONSTER,
CLASS_ALIEN_PREY,
CLASS_ALIEN_PREDATOR,
CLASS_INSECT,
CLASS_PLAYER_ALLY,
CLASS_PLAYER_BIOWEAPON,
CLASS_ALIEN_BIOWEAPON,
NUM_AI_CLASSES
};
#elif defined( INVASION_DLL )
enum Class_T
{
CLASS_NONE = 0,
CLASS_PLAYER,
CLASS_PLAYER_ALLY,
CLASS_PLAYER_ALLY_VITAL,
CLASS_ANTLION,
CLASS_BARNACLE,
CLASS_BULLSEYE,
//CLASS_BULLSQUID,
CLASS_CITIZEN_PASSIVE,
CLASS_CITIZEN_REBEL,
CLASS_COMBINE,
CLASS_COMBINE_GUNSHIP,
CLASS_CONSCRIPT,
CLASS_HEADCRAB,
//CLASS_HOUNDEYE,
CLASS_MANHACK,
CLASS_METROPOLICE,
CLASS_MILITARY,
CLASS_SCANNER,
CLASS_STALKER,
CLASS_VORTIGAUNT,
CLASS_ZOMBIE,
CLASS_PROTOSNIPER,
CLASS_MISSILE,
CLASS_FLARE,
CLASS_EARTH_FAUNA,
NUM_AI_CLASSES
};
#elif defined( CSTRIKE_DLL )
enum Class_T
{
CLASS_NONE = 0,
CLASS_PLAYER,
CLASS_PLAYER_ALLY,
NUM_AI_CLASSES
};
#else
enum Class_T
{
CLASS_NONE = 0,
CLASS_PLAYER,
CLASS_PLAYER_ALLY,
NUM_AI_CLASSES
};
#endif
//
// 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 );
CBaseNetworkable *CreateNetworkableByName( const char *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 );
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();
// 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;
void ClearModelIndexOverrides( void );
virtual void SetModelIndexOverride( int index, int nValue );
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;
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();
bool IsTransparent() const;
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;
// 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();
// 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(); }
// 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 );
protected:
// Notification on model load. May be called multiple times for dynamic models.
// Implementations must call BaseClass::OnNewModel and pass return value through.
virtual CStudioHdr *OnNewModel();
public:
virtual void PostConstructor( const char *szClassname );
virtual void PostClientActive( void );
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 );
void ValidateEntityConnections();
void FireNamedOutput( const char *pszOutput, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller, float flDelay = 0.0f );
// Activate - called for each entity after each load game and level load
virtual void Activate( 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();
bool NameMatches( const char *pszNameOrWildcard );
bool ClassMatches( const char *pszClassOrWildcard );
bool NameMatches( string_t nameStr );
bool ClassMatches( string_t nameStr );
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 );
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 );
// Returns the origin at which to play an inputted dispatcheffect
virtual void GetInputDispatchEffectPosition( const char *sInputString, Vector &pOrigin, QAngle &pAngles );
// 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();
// 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
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 );
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 );
void SetRenderMode( RenderMode_t nRenderMode );
RenderMode_t GetRenderMode() 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()
int m_iHammerID; // Hammer unique edit id number
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 );
#ifdef TF_DLL
CNetworkArray( int, m_nModelIndexOverrides, MAX_VISION_MODES ); // used to override the base model index on the client if necessary
#endif
// was pev->rendercolor
CNetworkColor32( m_clrRender );
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 );
// 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 );
void IncrementInterpolationFrame(); // Call this to cause a discontinuity (teleport)
CNetworkVar( int, m_ubInterpolationFrame );
int m_nLastThinkTick;
#if !defined( NO_ENTITY_PREDICTION )
// 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 );
int GetContextCount() const; // Call RemoveExpiredConcepts to clean out expired concepts
const char *GetContextName( int index ) const; // note: context may be expired
const char *GetContextValue( int index ) const; // note: context may be expired
bool ContextExpired( int index ) const;
int FindContextByName( const char *name ) const;
public:
void AddContext( const char *nameandvalue );
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 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, CDmgAccumulator *pAccumulator = NULL );
virtual bool PassesDamageFilter( const CTakeDamageInfo &info );
protected:
virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL );
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 void AdjustDamageDirection( const CTakeDamageInfo &info, Vector &dir, CBaseEntity *pEnt ) {}
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; }
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() { return entindex() == 0; }
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 = 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 IsCombatCharacter() { return MyCombatCharacterPointer() == NULL ? false : true; }
bool IsInWorld( void ) const;
virtual bool IsCombatItem( void ) const { return false; }
virtual bool IsBaseCombatWeapon( void ) const { return false; }
virtual bool IsWearable( 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 );
// 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, int iDamage = 0,
CBaseEntity *pAttacker = NULL, bool bFirstShotAccurate = false, bool bPrimaryAttack = true );
virtual void ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo ) {}
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; }
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
#ifdef PLATFORM_64BITS
#ifdef GNUC
#define ENTITYFUNCPTR_SIZE 16
#else
#define ENTITYFUNCPTR_SIZE 8
#endif
#else
#ifdef GNUC
#define ENTITYFUNCPTR_SIZE 8
#else
#define ENTITYFUNCPTR_SIZE 4
#endif
#endif
void FunctionCheck( void *pFunction, const char *name );
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
{
#ifdef _DEBUG
#ifdef PLATFORM_64BITS
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 16 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#endif
#else
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
#endif
#endif
#endif
m_pfnTouch = func;
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnTouch)), name );
return func;
}
USEPTR UseSet( USEPTR func, char *name )
{
#ifdef _DEBUG
#ifdef PLATFORM_64BITS
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 16 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#endif
#else
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
#endif
#endif
#endif
m_pfnUse = func;
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnUse)), name );
return func;
}
ENTITYFUNCPTR BlockedSet( ENTITYFUNCPTR func, char *name )
{
#ifdef _DEBUG
#ifdef PLATFORM_64BITS
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 16 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#endif
#else
#ifdef GNUC
COMPILE_TIME_ASSERT( sizeof(func) == 8 );
#else
COMPILE_TIME_ASSERT( sizeof(func) == 4 );
#endif
#endif
#endif
m_pfnBlocked = func;
FunctionCheck( *(reinterpret_cast<void **>(&m_pfnBlocked)), name );
return func;
}
#endif
virtual void ModifyOrAppendCriteria( 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
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 );
// 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& 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 );
float GetFriction( void ) const;
void SetFriction( float flFriction );
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(); }
// 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 );
// 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 );
// 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 );
// 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 StopSound( const char *soundname );
void StopSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
void GenderExpandString( char const *in, char *out, int maxlen );
virtual void ModifyEmitSoundParams( EmitSound_t &params );
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 );
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( 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();
virtual bool IsDeflectable() { return false; }
virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir ) {}
// 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 );
// 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(); }
// 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 );
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 );
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
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 );
// 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; }
// Changes shadow cast distance over time
void ShadowCastDistThink( );
// Precache model sounds + particles
static void PrecacheModelComponents( int nModelIndex );
static void PrecacheSoundHelper( const char *pName );
protected:
// Which frame did I simulate?
int m_nSimulationTick;
// FIXME: Make this private! Still too many references to do so...
CNetworkVar( int, m_spawnflags );
private:
int m_iEFlags; // entity flags EFL_*
// was pev->flags
CNetworkVarForDerived( int, m_fFlags );
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( int, m_CollisionGroup ); // used to cull collision tests
IPhysicsObject *m_pPhysicsObject; // pointer to the entity's physics object (vphysics.dll)
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;
// 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 );
// 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 );
// User outputs. Fired when the "FireInputX" input is triggered.
COutputEvent m_OnUser1;
COutputEvent m_OnUser2;
COutputEvent m_OnUser3;
COutputEvent m_OnUser4;
QAngle m_angAbsRotation;
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_angRotation );
CBaseHandle m_RefEHandle;
// was pev->view_ofs ( FIXME: Move somewhere up the hierarch, CBaseAnimating, etc. )
CNetworkVectorForDerived( m_vecViewOffset );
private:
// dynamic model state tracking
bool m_bDynamicModelAllowed;
bool m_bDynamicModelPending;
bool m_bDynamicModelSetBounds;
void OnModelLoadComplete( const model_t* model );
friend class CBaseEntityModelLoadProxy;
protected:
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
public:
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
void SetCollisionBoundsFromModel();
#if !defined( NO_ENTITY_PREDICTION )
CNetworkVar( bool, m_bIsPlayerSimulated );
// Player who is driving my simulation
CHandle< CBasePlayer > m_hPlayerSimulationOwner;
#endif
int m_fDataObjectTypes;
// 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, bool bPreload = true );
static bool PrecacheSound( const char *name );
static void PrefetchSound( const char *name );
void Remove( ); // UTIL_Remove( this );
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 );
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;
// 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;
}
};
// 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 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::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) );
}
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::SetFriction( float flFriction )
{
m_flFriction = 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 color32 CBaseEntity::GetRenderColor() const
{
return m_clrRender.Get();
}
inline void CBaseEntity::SetRenderColor( byte r, byte g, byte b )
{
m_clrRender.Init( r, g, b );
}
inline void CBaseEntity::SetRenderColor( byte r, byte g, byte b, byte a )
{
m_clrRender.Init( r, g, b, a );
}
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::SetRenderColorA( byte a )
{
m_clrRender.SetA( a );
}
inline void CBaseEntity::SetMoveCollide( MoveCollide_t val )
{
m_MoveCollide = val;
}
inline bool CBaseEntity::IsTransparent() const
{
return m_nRenderMode != kRenderNormal;
}
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();
}
//-----------------------------------------------------------------------------
// 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 int CBaseEntity::GetModelIndex( void ) const
{
return m_nModelIndex;
}
//-----------------------------------------------------------------------------
// 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();
}
//-----------------------------------------------------------------------------
// 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();
}
//-----------------------------------------------------------------------------
// 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,
int iDamage, 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 = iDamage;
info.m_pAttacker = pAttacker;
info.m_nFlags = bFirstShotAccurate ? FIRE_BULLETS_FIRST_SHOT_ACCURATE : 0;
info.m_bPrimaryAttack = bPrimaryAttack;
FireBullets( info );
}
// 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 );
};
// 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 );
#endif // BASEENTITY_H