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: The base class from which all game entities are derived.
//
//===========================================================================//
#include "cbase.h"
#include "globalstate.h"
#include "isaverestore.h"
#include "client.h"
#include "decals.h"
#include "gamerules.h"
#include "entityapi.h"
#include "entitylist.h"
#include "eventqueue.h"
#include "hierarchy.h"
#include "basecombatweapon.h"
#include "const.h"
#include "player.h" // For debug draw sending
#include "ndebugoverlay.h"
#include "physics.h"
#include "model_types.h"
#include "team.h"
#include "sendproxy.h"
#include "IEffects.h"
#include "vstdlib/random.h"
#include "baseentity.h"
#include "collisionutils.h"
#include "coordsize.h"
#include "animation.h"
#include "tier1/strtools.h"
#include "engine/IEngineSound.h"
#include "physics_saverestore.h"
#include "saverestore_utlvector.h"
#include "bone_setup.h"
#include "vcollide_parse.h"
#include "filters.h"
#include "te_effect_dispatch.h"
#include "AI_Criteria.h"
#include "AI_ResponseSystem.h"
#include "world.h"
#include "globals.h"
#include "saverestoretypes.h"
#include "SkyCamera.h"
#include "sceneentity.h"
#include "game.h"
#include "tier0/vprof.h"
#include "ai_basenpc.h"
#include "iservervehicle.h"
#include "eventlist.h"
#include "scriptevent.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "UtlCachedFileData.h"
#include "utlbuffer.h"
#include "positionwatcher.h"
#include "movetype_push.h"
#include "tier0/icommandline.h"
#include "vphysics/friction.h"
#include <ctype.h>
#include "datacache/imdlcache.h"
#include "ModelSoundsCache.h"
#include "env_debughistory.h"
#include "tier1/utlstring.h"
#include "utlhashtable.h"
#if defined( TF_DLL )
#include "tf_gamerules.h"
#endif
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern bool g_bTestMoveTypeStepSimulation;
extern ConVar sv_vehicle_autoaim_scale;
// Init static class variables
bool CBaseEntity::m_bInDebugSelect = false; // Used for selection in debug overlays
int CBaseEntity::m_nDebugPlayer = -1; // Player doing the selection
// This can be set before creating an entity to force it to use a particular edict.
edict_t *g_pForceAttachEdict = NULL;
bool CBaseEntity::m_bDebugPause = false; // Whether entity i/o is paused.
int CBaseEntity::m_nDebugSteps = 1; // Number of entity outputs to fire before pausing again.
bool CBaseEntity::sm_bDisableTouchFuncs = false; // Disables PhysicsTouch and PhysicsStartTouch function calls
bool CBaseEntity::sm_bAccurateTriggerBboxChecks = true; // set to false for legacy behavior in ep1
int CBaseEntity::m_nPredictionRandomSeed = -1;
int CBaseEntity::m_nPredictionRandomSeedServer = -1;
CBasePlayer *CBaseEntity::m_pPredictionPlayer = NULL;
// Used to make sure nobody calls UpdateTransmitState directly.
int g_nInsideDispatchUpdateTransmitState = 0;
// When this is false, throw an assert in debug when GetAbsAnything is called. Used when hierachy is incomplete/invalid.
bool CBaseEntity::s_bAbsQueriesValid = true;
ConVar sv_netvisdist( "sv_netvisdist", "10000", FCVAR_CHEAT | FCVAR_DEVELOPMENTONLY, "Test networking visibility distance" );
// This table encodes edict data.
void SendProxy_AnimTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *pEntity = (CBaseEntity *)pStruct;
#if defined( _DEBUG )
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
Assert( pAnimating );
if ( pAnimating )
{
Assert( !pAnimating->IsUsingClientSideAnimation() );
}
#endif
int ticknumber = TIME_TO_TICKS( pEntity->m_flAnimTime );
// Tickbase is current tick rounded down to closes 100 ticks
int tickbase = gpGlobals->GetNetworkBase( gpGlobals->tickcount, pEntity->entindex() );
int addt = 0;
// If it's within the last tick interval through the current one, then we can encode it
if ( ticknumber >= ( tickbase - 100 ) )
{
addt = ( ticknumber - tickbase ) & 0xFF;
}
pOut->m_Int = addt;
}
// This table encodes edict data.
void SendProxy_SimulationTime( const SendProp *pProp, const void *pStruct, const void *pVarData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *pEntity = (CBaseEntity *)pStruct;
int ticknumber = TIME_TO_TICKS( pEntity->m_flSimulationTime );
// tickbase is current tick rounded down to closest 100 ticks
int tickbase = gpGlobals->GetNetworkBase( gpGlobals->tickcount, pEntity->entindex() );
int addt = 0;
if ( ticknumber >= tickbase )
{
addt = ( ticknumber - tickbase ) & 0xff;
}
pOut->m_Int = addt;
}
void* SendProxy_ClientSideAnimation( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
CBaseEntity *pEntity = (CBaseEntity *)pStruct;
CBaseAnimating *pAnimating = pEntity->GetBaseAnimating();
if ( pAnimating && !pAnimating->IsUsingClientSideAnimation() )
return (void*)pVarData;
else
return NULL; // Don't send animtime unless the client needs it.
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_ClientSideAnimation );
BEGIN_SEND_TABLE_NOBASE( CBaseEntity, DT_AnimTimeMustBeFirst )
// NOTE: Animtime must be sent before origin and angles ( from pev ) because it has a
// proxy on the client that stores off the old values before writing in the new values and
// if it is sent after the new values, then it will only have the new origin and studio model, etc.
// interpolation will be busted
SendPropInt (SENDINFO(m_flAnimTime), 8, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN|SPROP_ENCODED_AGAINST_TICKCOUNT, SendProxy_AnimTime),
END_SEND_TABLE()
#if !defined( NO_ENTITY_PREDICTION )
BEGIN_SEND_TABLE_NOBASE( CBaseEntity, DT_PredictableId )
SendPropPredictableId( SENDINFO( m_PredictableID ) ),
SendPropInt( SENDINFO( m_bIsPlayerSimulated ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
static void* SendProxy_SendPredictableId( const SendProp *pProp, const void *pStruct, const void *pVarData, CSendProxyRecipients *pRecipients, int objectID )
{
CBaseEntity *pEntity = (CBaseEntity *)pStruct;
if ( !pEntity || !pEntity->m_PredictableID->IsActive() )
return NULL;
int id_player_index = pEntity->m_PredictableID->GetPlayer();
pRecipients->SetOnly( id_player_index );
return ( void * )pVarData;
}
REGISTER_SEND_PROXY_NON_MODIFIED_POINTER( SendProxy_SendPredictableId );
#endif
void SendProxy_Origin( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *entity = (CBaseEntity*)pStruct;
Assert( entity );
const Vector *v;
if ( !entity->UseStepSimulationNetworkOrigin( &v ) )
{
v = &entity->GetLocalOrigin();
}
pOut->m_Vector[ 0 ] = v->x;
pOut->m_Vector[ 1 ] = v->y;
pOut->m_Vector[ 2 ] = v->z;
}
//--------------------------------------------------------------------------------------------------------
// Used when breaking up origin, note we still have to deal with StepSimulation
//--------------------------------------------------------------------------------------------------------
void SendProxy_OriginXY( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *entity = (CBaseEntity*)pStruct;
Assert( entity );
const Vector *v;
if ( !entity->UseStepSimulationNetworkOrigin( &v ) )
{
v = &entity->GetLocalOrigin();
}
pOut->m_Vector[ 0 ] = v->x;
pOut->m_Vector[ 1 ] = v->y;
}
//--------------------------------------------------------------------------------------------------------
// Used when breaking up origin, note we still have to deal with StepSimulation
//--------------------------------------------------------------------------------------------------------
void SendProxy_OriginZ( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *entity = (CBaseEntity*)pStruct;
Assert( entity );
const Vector *v;
if ( !entity->UseStepSimulationNetworkOrigin( &v ) )
{
v = &entity->GetLocalOrigin();
}
pOut->m_Float = v->z;
}
void SendProxy_Angles( const SendProp *pProp, const void *pStruct, const void *pData, DVariant *pOut, int iElement, int objectID )
{
CBaseEntity *entity = (CBaseEntity*)pStruct;
Assert( entity );
const QAngle *a;
if ( !entity->UseStepSimulationNetworkAngles( &a ) )
{
a = &entity->GetLocalAngles();
}
pOut->m_Vector[ 0 ] = anglemod( a->x );
pOut->m_Vector[ 1 ] = anglemod( a->y );
pOut->m_Vector[ 2 ] = anglemod( a->z );
}
// This table encodes the CBaseEntity data.
IMPLEMENT_SERVERCLASS_ST_NOBASE( CBaseEntity, DT_BaseEntity )
SendPropDataTable( "AnimTimeMustBeFirst", 0, &REFERENCE_SEND_TABLE(DT_AnimTimeMustBeFirst), SendProxy_ClientSideAnimation ),
SendPropInt (SENDINFO(m_flSimulationTime), SIMULATION_TIME_WINDOW_BITS, SPROP_UNSIGNED|SPROP_CHANGES_OFTEN|SPROP_ENCODED_AGAINST_TICKCOUNT, SendProxy_SimulationTime),
#if PREDICTION_ERROR_CHECK_LEVEL > 1
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
#else
SendPropVector (SENDINFO(m_vecOrigin), -1, SPROP_COORD|SPROP_CHANGES_OFTEN, 0.0f, HIGH_DEFAULT, SendProxy_Origin ),
#endif
SendPropInt (SENDINFO( m_ubInterpolationFrame ), NOINTERP_PARITY_MAX_BITS, SPROP_UNSIGNED ),
SendPropModelIndex(SENDINFO(m_nModelIndex)),
SendPropDataTable( SENDINFO_DT( m_Collision ), &REFERENCE_SEND_TABLE(DT_CollisionProperty) ),
SendPropInt (SENDINFO(m_nRenderFX), 8, SPROP_UNSIGNED ),
SendPropInt (SENDINFO(m_nRenderMode), 8, SPROP_UNSIGNED ),
SendPropInt (SENDINFO(m_fEffects), EF_MAX_BITS, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_clrRender), 32, SPROP_UNSIGNED),
SendPropInt (SENDINFO(m_iTeamNum), TEAMNUM_NUM_BITS, 0),
SendPropInt (SENDINFO(m_CollisionGroup), 5, SPROP_UNSIGNED),
SendPropFloat (SENDINFO(m_flElasticity), 0, SPROP_COORD),
SendPropFloat (SENDINFO(m_flShadowCastDistance), 12, SPROP_UNSIGNED ),
SendPropEHandle (SENDINFO(m_hOwnerEntity)),
SendPropEHandle (SENDINFO(m_hEffectEntity)),
SendPropEHandle (SENDINFO_NAME(m_hMoveParent, moveparent)),
SendPropInt (SENDINFO(m_iParentAttachment), NUM_PARENTATTACHMENT_BITS, SPROP_UNSIGNED),
SendPropInt (SENDINFO_NAME( m_MoveType, movetype ), MOVETYPE_MAX_BITS, SPROP_UNSIGNED ),
SendPropInt (SENDINFO_NAME( m_MoveCollide, movecollide ), MOVECOLLIDE_MAX_BITS, SPROP_UNSIGNED ),
#if PREDICTION_ERROR_CHECK_LEVEL > 1
SendPropVector (SENDINFO(m_angRotation), -1, SPROP_NOSCALE|SPROP_CHANGES_OFTEN, 0, HIGH_DEFAULT, SendProxy_Angles ),
#else
SendPropQAngles (SENDINFO(m_angRotation), 13, SPROP_CHANGES_OFTEN, SendProxy_Angles ),
#endif
SendPropInt ( SENDINFO( m_iTextureFrameIndex ), 8, SPROP_UNSIGNED ),
#if !defined( NO_ENTITY_PREDICTION )
SendPropDataTable( "predictable_id", 0, &REFERENCE_SEND_TABLE( DT_PredictableId ), SendProxy_SendPredictableId ),
#endif
// FIXME: Collapse into another flag field?
SendPropInt (SENDINFO(m_bSimulatedEveryTick), 1, SPROP_UNSIGNED ),
SendPropInt (SENDINFO(m_bAnimatedEveryTick), 1, SPROP_UNSIGNED ),
SendPropBool( SENDINFO( m_bAlternateSorting )),
#ifdef TF_DLL
SendPropArray3( SENDINFO_ARRAY3(m_nModelIndexOverrides), SendPropInt( SENDINFO_ARRAY(m_nModelIndexOverrides), SP_MODEL_INDEX_BITS, 0 ) ),
#endif
END_SEND_TABLE()
// dynamic models
class CBaseEntityModelLoadProxy
{
protected:
class Handler : public IModelLoadCallback
{
public:
explicit Handler( CBaseEntity *pEntity ) : m_pEntity(pEntity) { }
virtual void OnModelLoadComplete( const model_t *pModel );
CBaseEntity* m_pEntity;
};
Handler* m_pHandler;
public:
explicit CBaseEntityModelLoadProxy( CBaseEntity *pEntity ) : m_pHandler( new Handler( pEntity ) ) { }
~CBaseEntityModelLoadProxy() { delete m_pHandler; }
void Register( int nModelIndex ) const { modelinfo->RegisterModelLoadCallback( nModelIndex, m_pHandler ); }
operator CBaseEntity * () const { return m_pHandler->m_pEntity; }
private:
CBaseEntityModelLoadProxy( const CBaseEntityModelLoadProxy& );
CBaseEntityModelLoadProxy& operator=( const CBaseEntityModelLoadProxy& );
};
static CUtlHashtable< CBaseEntityModelLoadProxy, empty_t, PointerHashFunctor, PointerEqualFunctor, CBaseEntity * > sg_DynamicLoadHandlers;
void CBaseEntityModelLoadProxy::Handler::OnModelLoadComplete( const model_t *pModel )
{
m_pEntity->OnModelLoadComplete( pModel );
sg_DynamicLoadHandlers.Remove( m_pEntity ); // NOTE: destroys *this!
}
CBaseEntity::CBaseEntity( bool bServerOnly )
{
m_pAttributes = NULL;
COMPILE_TIME_ASSERT( MOVETYPE_LAST < (1 << MOVETYPE_MAX_BITS) );
COMPILE_TIME_ASSERT( MOVECOLLIDE_COUNT < (1 << MOVECOLLIDE_MAX_BITS) );
#ifdef _DEBUG
// necessary since in debug, we initialize vectors to NAN for debugging
m_vecAngVelocity.Init();
// m_vecAbsAngVelocity.Init();
m_vecViewOffset.Init();
m_vecBaseVelocity.GetForModify().Init();
m_vecVelocity.Init();
m_vecAbsVelocity.Init();
#endif
m_bAlternateSorting = false;
m_CollisionGroup = COLLISION_GROUP_NONE;
m_iParentAttachment = 0;
CollisionProp()->Init( this );
NetworkProp()->Init( this );
// NOTE: THIS MUST APPEAR BEFORE ANY SetMoveType() or SetNextThink() calls
AddEFlags( EFL_NO_THINK_FUNCTION | EFL_NO_GAME_PHYSICS_SIMULATION | EFL_USE_PARTITION_WHEN_NOT_SOLID );
// clear debug overlays
m_debugOverlays = 0;
m_pTimedOverlay = NULL;
m_pPhysicsObject = NULL;
m_flElasticity = 1.0f;
m_flShadowCastDistance = m_flDesiredShadowCastDistance = 0;
SetRenderColor( 255, 255, 255, 255 );
m_iTeamNum = m_iInitialTeamNum = TEAM_UNASSIGNED;
m_nLastThinkTick = gpGlobals->tickcount;
m_nSimulationTick = -1;
SetIdentityMatrix( m_rgflCoordinateFrame );
m_pBlocker = NULL;
#if _DEBUG
m_iCurrentThinkContext = NO_THINK_CONTEXT;
#endif
m_nWaterTouch = m_nSlimeTouch = 0;
SetSolid( SOLID_NONE );
ClearSolidFlags();
m_nModelIndex = 0;
m_bDynamicModelAllowed = false;
m_bDynamicModelPending = false;
m_bDynamicModelSetBounds = false;
SetMoveType( MOVETYPE_NONE );
SetOwnerEntity( NULL );
SetCheckUntouch( false );
SetModelIndex( 0 );
SetModelName( NULL_STRING );
m_nTransmitStateOwnedCounter = 0;
SetCollisionBounds( vec3_origin, vec3_origin );
ClearFlags();
SetFriction( 1.0f );
if ( bServerOnly )
{
AddEFlags( EFL_SERVER_ONLY );
}
NetworkProp()->MarkPVSInformationDirty();
#ifndef _XBOX
AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
#endif
m_bTruceValidForEnt = false;
}
//-----------------------------------------------------------------------------
// Purpose: Scale up our physics hull and test against the new one
// Input : *pNewCollide - New collision hull
//-----------------------------------------------------------------------------
void CBaseEntity::SetScaledPhysics( IPhysicsObject *pNewObject )
{
if ( pNewObject )
{
AddSolidFlags( FSOLID_CUSTOMBOXTEST | FSOLID_CUSTOMRAYTEST );
}
else
{
RemoveSolidFlags( FSOLID_CUSTOMBOXTEST | FSOLID_CUSTOMRAYTEST );
}
}
extern bool g_bDisableEhandleAccess;
//-----------------------------------------------------------------------------
// Purpose: See note below
//-----------------------------------------------------------------------------
CBaseEntity::~CBaseEntity( )
{
// FIXME: This can't be called from UpdateOnRemove! There's at least one
// case where friction sounds are added between the call to UpdateOnRemove + ~CBaseEntity
PhysCleanupFrictionSounds( this );
Assert( !IsDynamicModelIndex( m_nModelIndex ) );
Verify( !sg_DynamicLoadHandlers.Remove( this ) );
// In debug make sure that we don't call delete on an entity without setting
// the disable flag first!
// EHANDLE accessors will check, in debug, for access to entities during destruction of
// another entity.
// That kind of operation should only occur in UpdateOnRemove calls
// Deletion should only occur via UTIL_Remove(Immediate) calls, not via naked delete calls
Assert( g_bDisableEhandleAccess );
VPhysicsDestroyObject();
// Need to remove references to this entity before EHANDLES go null
{
g_bDisableEhandleAccess = false;
CBaseEntity::PhysicsRemoveTouchedList( this );
CBaseEntity::PhysicsRemoveGroundList( this );
SetGroundEntity( NULL ); // remove us from the ground entity if we are on it
DestroyAllDataObjects();
g_bDisableEhandleAccess = true;
// Remove this entity from the ent list (NOTE: This Makes EHANDLES go NULL)
gEntList.RemoveEntity( GetRefEHandle() );
}
}
void CBaseEntity::PostConstructor( const char *szClassname )
{
if ( szClassname )
{
SetClassname(szClassname);
}
Assert( m_iClassname != NULL_STRING && STRING(m_iClassname) != NULL );
// Possibly get an edict, and add self to global list of entites.
if ( IsEFlagSet( EFL_SERVER_ONLY ) )
{
gEntList.AddNonNetworkableEntity( this );
}
else
{
// Certain entities set up their edicts in the constructor
if ( !IsEFlagSet( EFL_NO_AUTO_EDICT_ATTACH ) )
{
NetworkProp()->AttachEdict( g_pForceAttachEdict );
g_pForceAttachEdict = NULL;
}
// Some ents like the player override the AttachEdict function and do it at a different time.
// While precaching, they don't ever have an edict, so we don't need to add them to
// the entity list in that case.
if ( edict() )
{
gEntList.AddNetworkableEntity( this, entindex() );
// Cache our IServerNetworkable pointer for the engine for fast access.
if ( edict() )
edict()->m_pNetworkable = NetworkProp();
}
}
CheckHasThinkFunction( false );
CheckHasGamePhysicsSimulation();
}
//-----------------------------------------------------------------------------
// Purpose: Called after player becomes active in the game
//-----------------------------------------------------------------------------
void CBaseEntity::PostClientActive( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Verifies that this entity's data description is valid in debug builds.
//-----------------------------------------------------------------------------
#ifdef _DEBUG
typedef CUtlVector< const char * > KeyValueNameList_t;
static void AddDataMapFieldNamesToList( KeyValueNameList_t &list, datamap_t *pDataMap )
{
while (pDataMap != NULL)
{
for (int i = 0; i < pDataMap->dataNumFields; i++)
{
typedescription_t *pField = &pDataMap->dataDesc[i];
if (pField->fieldType == FIELD_EMBEDDED)
{
AddDataMapFieldNamesToList( list, pField->td );
continue;
}
if (pField->flags & FTYPEDESC_KEY)
{
list.AddToTail( pField->externalName );
}
}
pDataMap = pDataMap->baseMap;
}
}
void CBaseEntity::ValidateDataDescription(void)
{
// Multiple key fields that have the same name are not allowed - it creates an
// ambiguity when trying to parse keyvalues and outputs.
datamap_t *pDataMap = GetDataDescMap();
if ((pDataMap == NULL) || pDataMap->bValidityChecked)
return;
pDataMap->bValidityChecked = true;
// Let's generate a list of all keyvalue strings in the entire hierarchy...
KeyValueNameList_t names(128);
AddDataMapFieldNamesToList( names, pDataMap );
for (int i = names.Count(); --i > 0; )
{
for (int j = i - 1; --j >= 0; )
{
if (!Q_stricmp(names[i], names[j]))
{
DevMsg( "%s has multiple data description entries for \"%s\"\n", STRING(m_iClassname), names[i]);
break;
}
}
}
}
#endif // _DEBUG
//-----------------------------------------------------------------------------
// Sets the collision bounds + the size
//-----------------------------------------------------------------------------
void CBaseEntity::SetCollisionBounds( const Vector& mins, const Vector &maxs )
{
m_Collision.SetCollisionBounds( mins, maxs );
}
void CBaseEntity::StopFollowingEntity( )
{
if( !IsFollowingEntity() )
{
// Assert( IsEffectActive( EF_BONEMERGE ) == 0 );
return;
}
SetParent( NULL );
RemoveEffects( EF_BONEMERGE );
RemoveSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
CollisionRulesChanged();
}
bool CBaseEntity::IsFollowingEntity()
{
return IsEffectActive( EF_BONEMERGE ) && (GetMoveType() == MOVETYPE_NONE) && GetMoveParent();
}
CBaseEntity *CBaseEntity::GetFollowedEntity()
{
if (!IsFollowingEntity())
return NULL;
return GetMoveParent();
}
void CBaseEntity::SetClassname( const char *className )
{
m_iClassname = AllocPooledString( className );
}
void CBaseEntity::SetModelIndex( int index )
{
if ( IsDynamicModelIndex( index ) && !(GetBaseAnimating() && m_bDynamicModelAllowed) )
{
AssertMsg( false, "dynamic model support not enabled on server entity" );
index = -1;
}
if ( index != m_nModelIndex )
{
if ( m_bDynamicModelPending )
{
sg_DynamicLoadHandlers.Remove( this );
}
modelinfo->ReleaseDynamicModel( m_nModelIndex );
modelinfo->AddRefDynamicModel( index );
m_nModelIndex = index;
m_bDynamicModelSetBounds = false;
if ( IsDynamicModelIndex( index ) )
{
m_bDynamicModelPending = true;
sg_DynamicLoadHandlers[ sg_DynamicLoadHandlers.Insert( this ) ].Register( index );
}
else
{
m_bDynamicModelPending = false;
OnNewModel();
}
}
DispatchUpdateTransmitState();
}
void CBaseEntity::ClearModelIndexOverrides( void )
{
#ifdef TF_DLL
for ( int index = 0 ; index < MAX_VISION_MODES ; index++ )
{
m_nModelIndexOverrides.Set( index, 0 );
}
#endif
}
void CBaseEntity::SetModelIndexOverride( int index, int nValue )
{
#ifdef TF_DLL
if ( ( index >= VISION_MODE_NONE ) && ( index < MAX_VISION_MODES ) )
{
if ( nValue != m_nModelIndexOverrides[index] )
{
m_nModelIndexOverrides.Set( index, nValue );
}
}
#endif
}
// position to shoot at
Vector CBaseEntity::BodyTarget( const Vector &posSrc, bool bNoisy)
{
return WorldSpaceCenter( );
}
// return the position of my head. someone's trying to attack it.
Vector CBaseEntity::HeadTarget( const Vector &posSrc )
{
return EyePosition();
}
struct TimedOverlay_t
{
char *msg;
int msgEndTime;
int msgStartTime;
TimedOverlay_t *pNextTimedOverlay;
};
//-----------------------------------------------------------------------------
// Purpose: Display an error message on the entity
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseEntity::AddTimedOverlay( const char *msg, int endTime )
{
TimedOverlay_t *pNewTO = new TimedOverlay_t;
int len = strlen(msg);
pNewTO->msg = new char[len + 1];
Q_strncpy(pNewTO->msg,msg, len+1);
pNewTO->msgEndTime = gpGlobals->curtime + endTime;
pNewTO->msgStartTime = gpGlobals->curtime;
pNewTO->pNextTimedOverlay = m_pTimedOverlay;
m_pTimedOverlay = pNewTO;
}
//-----------------------------------------------------------------------------
// Purpose: Send debug overlay box to the client
// Input :
// Output :
//-----------------------------------------------------------------------------
void CBaseEntity::DrawBBoxOverlay( float flDuration )
{
if (edict())
{
NDebugOverlay::EntityBounds(this, 255, 100, 0, 0, flDuration );
if ( CollisionProp()->IsSolidFlagSet( FSOLID_USE_TRIGGER_BOUNDS ) )
{
Vector vecTriggerMins, vecTriggerMaxs;
CollisionProp()->WorldSpaceTriggerBounds( &vecTriggerMins, &vecTriggerMaxs );
Vector center = 0.5f * (vecTriggerMins + vecTriggerMaxs);
Vector extents = vecTriggerMaxs - center;
NDebugOverlay::Box(center, -extents, extents, 0, 255, 255, 0, flDuration );
}
}
}
void CBaseEntity::DrawAbsBoxOverlay()
{
int red = 0;
int green = 200;
if ( VPhysicsGetObject() && VPhysicsGetObject()->IsAsleep() )
{
red = 90;
green = 120;
}
if (edict())
{
// Surrounding boxes are axially aligned, so ignore angles
Vector vecSurroundMins, vecSurroundMaxs;
CollisionProp()->WorldSpaceSurroundingBounds( &vecSurroundMins, &vecSurroundMaxs );
Vector center = 0.5f * (vecSurroundMins + vecSurroundMaxs);
Vector extents = vecSurroundMaxs - center;
NDebugOverlay::Box(center, -extents, extents, red, green, 0, 0 ,0);
}
}
void CBaseEntity::DrawRBoxOverlay()
{
}
//-----------------------------------------------------------------------------
// Purpose: Draws an axis overlay at the origin and angles of the entity
//-----------------------------------------------------------------------------
void CBaseEntity::SendDebugPivotOverlay( void )
{
if ( edict() )
{
NDebugOverlay::Axis( GetAbsOrigin(), GetAbsAngles(), 20, true, 0 );
}
}
//------------------------------------------------------------------------------
// Purpose : Add new entity positioned overlay text
// Input : How many lines to offset text from origin
// The text to print
// How long to display text
// The color of the text
// Output :
//------------------------------------------------------------------------------
void CBaseEntity::EntityText( int text_offset, const char *text, float duration, int r, int g, int b, int a )
{
Vector origin;
Vector vecLocalCenter;
VectorAdd( m_Collision.OBBMins(), m_Collision.OBBMaxs(), vecLocalCenter );
vecLocalCenter *= 0.5f;
if ( ( m_Collision.GetCollisionAngles() == vec3_angle ) || ( vecLocalCenter == vec3_origin ) )
{
VectorAdd( vecLocalCenter, m_Collision.GetCollisionOrigin(), origin );
}
else
{
VectorTransform( vecLocalCenter, m_Collision.CollisionToWorldTransform(), origin );
}
NDebugOverlay::EntityTextAtPosition( origin, text_offset, text, duration, r, g, b, a );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseEntity::DrawTimedOverlays(void)
{
// Draw name first if I have an overlay or am in message mode
if ((m_debugOverlays & OVERLAY_MESSAGE_BIT))
{
char tempstr[512];
Q_snprintf( tempstr, sizeof( tempstr ), "[%s]", GetDebugName() );
EntityText(0,tempstr, 0);
}
// Now draw overlays
TimedOverlay_t* pTO = m_pTimedOverlay;
TimedOverlay_t* pNextTO = NULL;
TimedOverlay_t* pLastTO = NULL;
int nCount = 1; // Offset by one
while (pTO)
{
pNextTO = pTO->pNextTimedOverlay;
// Remove old messages unless messages are paused
if ((!CBaseEntity::Debug_IsPaused() && gpGlobals->curtime > pTO->msgEndTime) ||
(nCount > 10))
{
if (pLastTO)
{
pLastTO->pNextTimedOverlay = pNextTO;
}
else
{
m_pTimedOverlay = pNextTO;
}
delete pTO->msg;
delete pTO;
}
else
{
int nAlpha = 0;
// If messages aren't paused fade out
if (!CBaseEntity::Debug_IsPaused())
{
nAlpha = 255*((gpGlobals->curtime - pTO->msgStartTime)/(pTO->msgEndTime - pTO->msgStartTime));
}
int r = 185;
int g = 145;
int b = 145;
// Brighter when new message
if (nAlpha < 50)
{
r = 255;
g = 205;
b = 205;
}
if (nAlpha < 0) nAlpha = 0;
EntityText(nCount,pTO->msg, 0.0, r, g, b, 255-nAlpha);
nCount++;
pLastTO = pTO;
}
pTO = pNextTO;
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw all overlays (should be implemented by subclass to add
// any additional non-text overlays)
// Input :
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
void CBaseEntity::DrawDebugGeometryOverlays(void)
{
DrawTimedOverlays();
DrawDebugTextOverlays();
if (m_debugOverlays & OVERLAY_NAME_BIT)
{
EntityText(0,GetDebugName(), 0);
}
if (m_debugOverlays & OVERLAY_BBOX_BIT)
{
DrawBBoxOverlay();
}
if (m_debugOverlays & OVERLAY_ABSBOX_BIT )
{
DrawAbsBoxOverlay();
}
if (m_debugOverlays & OVERLAY_PIVOT_BIT)
{
SendDebugPivotOverlay();
}
if( m_debugOverlays & OVERLAY_RBOX_BIT )
{
DrawRBoxOverlay();
}
if ( m_debugOverlays & (OVERLAY_BBOX_BIT|OVERLAY_PIVOT_BIT) )
{
// draw mass center
if ( VPhysicsGetObject() )
{
Vector massCenter = VPhysicsGetObject()->GetMassCenterLocalSpace();
Vector worldPos;
VPhysicsGetObject()->LocalToWorld( &worldPos, massCenter );
NDebugOverlay::Cross3D( worldPos, 12, 255, 0, 0, false, 0 );
DebugDrawContactPoints(VPhysicsGetObject());
if ( GetMoveType() != MOVETYPE_VPHYSICS )
{
Vector pos;
QAngle angles;
VPhysicsGetObject()->GetPosition( &pos, &angles );
float dist = (pos - GetAbsOrigin()).Length();
Vector axis;
float deltaAngle;
RotationDeltaAxisAngle( angles, GetAbsAngles(), axis, deltaAngle );
if ( dist > 2 || fabsf(deltaAngle) > 2 )
{
Vector mins, maxs;
physcollision->CollideGetAABB( &mins, &maxs, VPhysicsGetObject()->GetCollide(), vec3_origin, vec3_angle );
NDebugOverlay::BoxAngles( pos, mins, maxs, angles, 255, 255, 0, 16, 0 );
}
}
}
}
if ( m_debugOverlays & OVERLAY_SHOW_BLOCKSLOS )
{
if ( BlocksLOS() )
{
NDebugOverlay::EntityBounds(this, 255, 255, 255, 0, 0 );
}
}
if ( m_debugOverlays & OVERLAY_AUTOAIM_BIT && (GetFlags()&FL_AIMTARGET) && AI_GetSinglePlayer() != NULL )
{
// Crude, but it gets the point across.
Vector vecCenter = GetAutoAimCenter();
Vector vecRight, vecUp, vecDiag;
CBasePlayer *pPlayer = AI_GetSinglePlayer();
float radius = GetAutoAimRadius();
QAngle angles = pPlayer->EyeAngles();
AngleVectors( angles, NULL, &vecRight, &vecUp );
int r,g,b;
if( ((int)gpGlobals->curtime) % 2 == 1 )
{
r = 255;
g = 255;
b = 255;
if( pPlayer->GetActiveWeapon() != NULL )
radius *= pPlayer->GetActiveWeapon()->WeaponAutoAimScale();
}
else
{
r = 255;g=0;b=0;
if( !ShouldAttractAutoAim(pPlayer) )
{
g = 255;
}
}
if( pPlayer->IsInAVehicle() )
{
radius *= sv_vehicle_autoaim_scale.GetFloat();
}
NDebugOverlay::Line( vecCenter, vecCenter + vecRight * radius, r, g, b, true, 0.1 );
NDebugOverlay::Line( vecCenter, vecCenter - vecRight * radius, r, g, b, true, 0.1 );
NDebugOverlay::Line( vecCenter, vecCenter + vecUp * radius, r, g, b, true, 0.1 );
NDebugOverlay::Line( vecCenter, vecCenter - vecUp * radius, r, g, b, true, 0.1 );
vecDiag = vecRight + vecUp;
VectorNormalize( vecDiag );
NDebugOverlay::Line( vecCenter - vecDiag * radius, vecCenter + vecDiag * radius, r, g, b, true, 0.1 );
vecDiag = vecRight - vecUp;
VectorNormalize( vecDiag );
NDebugOverlay::Line( vecCenter - vecDiag * radius, vecCenter + vecDiag * radius, r, g, b, true, 0.1 );
}
}
//-----------------------------------------------------------------------------
// Purpose: Draw any text overlays (override in subclass to add additional text)
// Output : Current text offset from the top
//-----------------------------------------------------------------------------
int CBaseEntity::DrawDebugTextOverlays(void)
{
int offset = 1;
if (m_debugOverlays & OVERLAY_TEXT_BIT)
{
char tempstr[512];
Q_snprintf( tempstr, sizeof(tempstr), "(%d) Name: %s (%s)", entindex(), GetDebugName(), GetClassname() );
EntityText(offset,tempstr, 0);
offset++;
if( m_iGlobalname != NULL_STRING )
{
Q_snprintf( tempstr, sizeof(tempstr), "GLOBALNAME: %s", STRING(m_iGlobalname) );
EntityText(offset,tempstr, 0);
offset++;
}
Vector vecOrigin = GetAbsOrigin();
Q_snprintf( tempstr, sizeof(tempstr), "Position: %0.1f, %0.1f, %0.1f\n", vecOrigin.x, vecOrigin.y, vecOrigin.z );
EntityText( offset, tempstr, 0 );
offset++;
if( GetModelName() != NULL_STRING || GetBaseAnimating() )
{
Q_snprintf(tempstr, sizeof(tempstr), "Model:%s", STRING(GetModelName()) );
EntityText(offset,tempstr,0);
offset++;
}
if( m_hDamageFilter.Get() != NULL )
{
Q_snprintf( tempstr, sizeof(tempstr), "DAMAGE FILTER:%s", m_hDamageFilter->GetDebugName() );
EntityText( offset,tempstr,0 );
offset++;
}
}
if (m_debugOverlays & OVERLAY_VIEWOFFSET)
{
NDebugOverlay::Cross3D( EyePosition(), 16, 255, 0, 0, true, 0.05f );
}
return offset;
}
void CBaseEntity::SetParent( string_t newParent, CBaseEntity *pActivator, int iAttachment )
{
// find and notify the new parent
CBaseEntity *pParent = gEntList.FindEntityByName( NULL, newParent, NULL, pActivator );
// debug check
if ( newParent != NULL_STRING && pParent == NULL )
{
Msg( "Entity %s(%s) has bad parent %s\n", STRING(m_iClassname), GetDebugName(), STRING(newParent) );
}
else
{
// make sure there isn't any ambiguity
if ( gEntList.FindEntityByName( pParent, newParent, NULL, pActivator ) )
{
Msg( "Entity %s(%s) has ambigious parent %s\n", STRING(m_iClassname), GetDebugName(), STRING(newParent) );
}
SetParent( pParent, iAttachment );
}
}
//-----------------------------------------------------------------------------
// Purpose: Move our points from parent to worldspace
// Input : *pParent - Parent to use as reference
//-----------------------------------------------------------------------------
void CBaseEntity::TransformStepData_ParentToWorld( CBaseEntity *pParent )
{
// Fix up our step simulation points to be in the proper local space
StepSimulationData *step = (StepSimulationData *) GetDataObject( STEPSIMULATION );
if ( step != NULL )
{
// Convert our positions
UTIL_ParentToWorldSpace( pParent, step->m_Previous2.vecOrigin, step->m_Previous2.qRotation );
UTIL_ParentToWorldSpace( pParent, step->m_Previous.vecOrigin, step->m_Previous.qRotation );
}
}
//-----------------------------------------------------------------------------
// Purpose: Move step data between two parent-spaces
// Input : *pOldParent - parent we were attached to
// *pNewParent - parent we're now attached to
//-----------------------------------------------------------------------------
void CBaseEntity::TransformStepData_ParentToParent( CBaseEntity *pOldParent, CBaseEntity *pNewParent )
{
// Fix up our step simulation points to be in the proper local space
StepSimulationData *step = (StepSimulationData *) GetDataObject( STEPSIMULATION );
if ( step != NULL )
{
// Convert our positions
UTIL_ParentToWorldSpace( pOldParent, step->m_Previous2.vecOrigin, step->m_Previous2.qRotation );
UTIL_WorldToParentSpace( pNewParent, step->m_Previous2.vecOrigin, step->m_Previous2.qRotation );
UTIL_ParentToWorldSpace( pOldParent, step->m_Previous.vecOrigin, step->m_Previous.qRotation );
UTIL_WorldToParentSpace( pNewParent, step->m_Previous.vecOrigin, step->m_Previous.qRotation );
}
}
//-----------------------------------------------------------------------------
// Purpose: After parenting to an object, we need to also correctly translate our
// step stimulation positions and angles into that parent space. Otherwise
// we end up splining between two different world spaces.
//-----------------------------------------------------------------------------
void CBaseEntity::TransformStepData_WorldToParent( CBaseEntity *pParent )
{
// Fix up our step simulation points to be in the proper local space
StepSimulationData *step = (StepSimulationData *) GetDataObject( STEPSIMULATION );
if ( step != NULL )
{
// Convert our positions
UTIL_WorldToParentSpace( pParent, step->m_Previous2.vecOrigin, step->m_Previous2.qRotation );
UTIL_WorldToParentSpace( pParent, step->m_Previous.vecOrigin, step->m_Previous.qRotation );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the movement parent of this entity. This entity will be moved
// to a local coordinate calculated from its current absolute offset
// from the parent entity and will then follow the parent entity.
// Input : pParentEntity - This entity's new parent in the movement hierarchy.
//-----------------------------------------------------------------------------
void CBaseEntity::SetParent( CBaseEntity *pParentEntity, int iAttachment )
{
// If they didn't specify an attachment, use our current
if ( iAttachment == -1 )
{
iAttachment = m_iParentAttachment;
}
bool bWasNotParented = ( GetParent() == NULL );
CBaseEntity *pOldParent = m_pParent;
// notify the old parent of the loss
UnlinkFromParent( this );
// set the new name
m_pParent = pParentEntity;
if ( m_pParent == this )
{
// should never set parent to 'this' - makes no sense
Assert(0);
m_pParent = NULL;
}
if ( m_pParent == NULL )
{
m_iParent = NULL_STRING;
// Transform step data from parent to worldspace
TransformStepData_ParentToWorld( pOldParent );
return;
}
m_iParent = m_pParent->m_iName;
RemoveSolidFlags( FSOLID_ROOT_PARENT_ALIGNED );
if ( pParentEntity )
{
if ( const_cast<CBaseEntity *>(pParentEntity)->GetRootMoveParent()->GetSolid() == SOLID_BSP )
{
AddSolidFlags( FSOLID_ROOT_PARENT_ALIGNED );
}
else
{
if ( GetSolid() == SOLID_BSP )
{
// Must be SOLID_VPHYSICS because parent might rotate
SetSolid( SOLID_VPHYSICS );
}
}
}
// set the move parent if we have one
if ( edict() )
{
// add ourselves to the list
LinkChild( m_pParent, this );
m_iParentAttachment = (char)iAttachment;
EntityMatrix matrix, childMatrix;
matrix.InitFromEntity( const_cast<CBaseEntity *>(pParentEntity), m_iParentAttachment ); // parent->world
childMatrix.InitFromEntityLocal( this ); // child->world
Vector localOrigin = matrix.WorldToLocal( GetLocalOrigin() );
// I have the axes of local space in world space. (childMatrix)
// I want to compute those world space axes in the parent's local space
// and set that transform (as angles) on the child's object so the net
// result is that the child is now in parent space, but still oriented the same way
VMatrix tmp = matrix.Transpose(); // world->parent
tmp.MatrixMul( childMatrix, matrix ); // child->parent
QAngle angles;
MatrixToAngles( matrix, angles );
SetLocalAngles( angles );
UTIL_SetOrigin( this, localOrigin );
// Move our step data into the correct space
if ( bWasNotParented )
{
// Transform step data from world to parent-space
TransformStepData_WorldToParent( this );
}
else
{
// Transform step data between parent-spaces
TransformStepData_ParentToParent( pOldParent, this );
}
}
if ( VPhysicsGetObject() )
{
if ( VPhysicsGetObject()->IsStatic())
{
if ( VPhysicsGetObject()->IsAttachedToConstraint(false) )
{
Warning("SetParent on static object, all constraints attached to %s (%s)will now be broken!\n", GetDebugName(), GetClassname() );
}
VPhysicsDestroyObject();
VPhysicsInitShadow(false, false);
}
}
CollisionRulesChanged();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::ValidateEntityConnections()
{
if ( m_target == NULL_STRING )
return;
if ( ClassMatches( "scripted_*" ) ||
ClassMatches( "trigger_relay" ) ||
ClassMatches( "trigger_auto" ) ||
ClassMatches( "path_*" ) ||
ClassMatches( "monster_*" ) ||
ClassMatches( "trigger_teleport" ) ||
ClassMatches( "func_train" ) ||
ClassMatches( "func_tracktrain" ) ||
ClassMatches( "func_plat*" ) ||
ClassMatches( "npc_*" ) ||
ClassMatches( "info_big*" ) ||
ClassMatches( "env_texturetoggle" ) ||
ClassMatches( "env_render" ) ||
ClassMatches( "func_areaportalwindow") ||
ClassMatches( "point_view*") ||
ClassMatches( "func_traincontrols" ) ||
ClassMatches( "multisource" ) ||
ClassMatches( "xen_plant*" ) )
return;
datamap_t *dmap = GetDataDescMap();
while ( dmap )
{
int fields = dmap->dataNumFields;
for ( int i = 0; i < fields; i++ )
{
typedescription_t *dataDesc = &dmap->dataDesc[i];
if ( ( dataDesc->fieldType == FIELD_CUSTOM ) && ( dataDesc->flags & FTYPEDESC_OUTPUT ) )
{
CBaseEntityOutput *pOutput = (CBaseEntityOutput *)((int)this + (int)dataDesc->fieldOffset[0]);
if ( pOutput->NumberOfElements() )
return;
}
}
dmap = dmap->baseMap;
}
Vector vecLoc = WorldSpaceCenter();
Warning("---------------------------------\n");
Warning( "Entity %s - (%s) has a target and NO OUTPUTS\n", GetDebugName(), GetClassname() );
Warning( "Location %f %f %f\n", vecLoc.x, vecLoc.y, vecLoc.z );
Warning("---------------------------------\n");
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::FireNamedOutput( const char *pszOutput, variant_t variant, CBaseEntity *pActivator, CBaseEntity *pCaller, float flDelay )
{
if ( pszOutput == NULL )
return;
datamap_t *dmap = GetDataDescMap();
while ( dmap )
{
int fields = dmap->dataNumFields;
for ( int i = 0; i < fields; i++ )
{
typedescription_t *dataDesc = &dmap->dataDesc[i];
if ( ( dataDesc->fieldType == FIELD_CUSTOM ) && ( dataDesc->flags & FTYPEDESC_OUTPUT ) )
{
CBaseEntityOutput *pOutput = ( CBaseEntityOutput * )( ( int )this + ( int )dataDesc->fieldOffset[0] );
if ( !Q_stricmp( dataDesc->externalName, pszOutput ) )
{
pOutput->FireOutput( variant, pActivator, pCaller, flDelay );
return;
}
}
}
dmap = dmap->baseMap;
}
}
void CBaseEntity::Activate( void )
{
#ifdef DEBUG
extern bool g_bCheckForChainedActivate;
extern bool g_bReceivedChainedActivate;
if ( g_bCheckForChainedActivate && g_bReceivedChainedActivate )
{
Assert( !"Multiple calls to base class Activate()\n" );
}
g_bReceivedChainedActivate = true;
#endif
// NOTE: This forces a team change so that stuff in the level
// that starts out on a team correctly changes team
if (m_iInitialTeamNum)
{
ChangeTeam( m_iInitialTeamNum );
}
// Get a handle to my damage filter entity if there is one.
if ( m_iszDamageFilterName != NULL_STRING )
{
m_hDamageFilter = gEntList.FindEntityByName( NULL, m_iszDamageFilterName );
}
// Add any non-null context strings to our context vector
if ( m_iszResponseContext != NULL_STRING )
{
AddContext( m_iszResponseContext.ToCStr() );
}
#ifdef HL1_DLL
ValidateEntityConnections();
#endif //HL1_DLL
}
//////////////////////////// old CBaseEntity stuff ///////////////////////////////////
// give health.
// Returns the amount of health actually taken.
int CBaseEntity::TakeHealth( float flHealth, int bitsDamageType )
{
if ( !edict() || m_takedamage < DAMAGE_YES )
return 0;
int iMax = GetMaxHealth();
// heal
if ( m_iHealth >= iMax )
return 0;
const int oldHealth = m_iHealth;
m_iHealth += flHealth;
if (m_iHealth > iMax)
m_iHealth = iMax;
return m_iHealth - oldHealth;
}
// inflict damage on this entity. bitsDamageType indicates type of damage inflicted, ie: DMG_CRUSH
int CBaseEntity::OnTakeDamage( const CTakeDamageInfo &info )
{
Vector vecTemp;
if ( !edict() || !m_takedamage )
return 0;
if ( info.GetInflictor() )
{
vecTemp = info.GetInflictor()->WorldSpaceCenter() - ( WorldSpaceCenter() );
}
else
{
vecTemp.Init( 1, 0, 0 );
}
// this global is still used for glass and other non-NPC killables, along with decals.
g_vecAttackDir = vecTemp;
VectorNormalize(g_vecAttackDir);
// save damage based on the target's armor level
// figure momentum add (don't let hurt brushes or other triggers move player)
// physics objects have their own calcs for this: (don't let fire move things around!)
if ( !IsEFlagSet( EFL_NO_DAMAGE_FORCES ) )
{
if ( ( GetMoveType() == MOVETYPE_VPHYSICS ) )
{
VPhysicsTakeDamage( info );
}
else
{
if ( info.GetInflictor() && (GetMoveType() == MOVETYPE_WALK || GetMoveType() == MOVETYPE_STEP) &&
!info.GetAttacker()->IsSolidFlagSet(FSOLID_TRIGGER) )
{
Vector vecDir, vecInflictorCentroid;
vecDir = WorldSpaceCenter( );
vecInflictorCentroid = info.GetInflictor()->WorldSpaceCenter( );
vecDir -= vecInflictorCentroid;
VectorNormalize( vecDir );
float flForce = info.GetDamage() * ((32 * 32 * 72.0) / (WorldAlignSize().x * WorldAlignSize().y * WorldAlignSize().z)) * 5;
if (flForce > 1000.0)
flForce = 1000.0;
ApplyAbsVelocityImpulse( vecDir * flForce );
}
}
}
if ( m_takedamage != DAMAGE_EVENTS_ONLY )
{
// do the damage
m_iHealth -= info.GetDamage();
if (m_iHealth <= 0)
{
Event_Killed( info );
return 0;
}
}
return 1;
}
//-----------------------------------------------------------------------------
// Purpose: Scale damage done and call OnTakeDamage
//-----------------------------------------------------------------------------
int CBaseEntity::TakeDamage( const CTakeDamageInfo &inputInfo )
{
if ( !g_pGameRules )
return 0;
bool bHasPhysicsForceDamage = !g_pGameRules->Damage_NoPhysicsForce( inputInfo.GetDamageType() );
if ( bHasPhysicsForceDamage && inputInfo.GetDamageType() != DMG_GENERIC )
{
// If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage
// force & position without specifying one or both of them. Decide whether your damage that's causing
// this is something you believe should impart physics force on the receiver. If it is, you need to
// setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in
// takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the
// damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display.
if ( inputInfo.GetDamageForce() == vec3_origin || inputInfo.GetDamagePosition() == vec3_origin )
{
static int warningCount = 0;
if ( ++warningCount < 10 )
{
if ( inputInfo.GetDamageForce() == vec3_origin )
{
DevWarning( "CBaseEntity::TakeDamage: with inputInfo.GetDamageForce() == vec3_origin\n" );
}
if ( inputInfo.GetDamagePosition() == vec3_origin )
{
DevWarning( "CBaseEntity::TakeDamage: with inputInfo.GetDamagePosition() == vec3_origin\n" );
}
}
}
}
// Make sure our damage filter allows the damage.
if ( !PassesDamageFilter( inputInfo ))
{
return 0;
}
if( !g_pGameRules->AllowDamage(this, inputInfo) )
{
return 0;
}
if ( PhysIsInCallback() )
{
PhysCallbackDamage( this, inputInfo );
}
else
{
CTakeDamageInfo info = inputInfo;
// Scale the damage by the attacker's modifier.
if ( info.GetAttacker() )
{
info.ScaleDamage( info.GetAttacker()->GetAttackDamageScale( this ) );
}
// Scale the damage by my own modifiers
info.ScaleDamage( GetReceivedDamageScale( info.GetAttacker() ) );
//Msg("%s took %.2f Damage, at %.2f\n", GetClassname(), info.GetDamage(), gpGlobals->curtime );
return OnTakeDamage( info );
}
return 0;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a value that scales all damage done by this entity.
//-----------------------------------------------------------------------------
float CBaseEntity::GetAttackDamageScale( CBaseEntity *pVictim )
{
float flScale = 1;
FOR_EACH_LL( m_DamageModifiers, i )
{
if ( !m_DamageModifiers[i]->IsDamageDoneToMe() )
{
flScale *= m_DamageModifiers[i]->GetModifier();
}
}
return flScale;
}
//-----------------------------------------------------------------------------
// Purpose: Returns a value that scales all damage done to this entity
//-----------------------------------------------------------------------------
float CBaseEntity::GetReceivedDamageScale( CBaseEntity *pAttacker )
{
float flScale = 1;
FOR_EACH_LL( m_DamageModifiers, i )
{
if ( m_DamageModifiers[i]->IsDamageDoneToMe() )
{
flScale *= m_DamageModifiers[i]->GetModifier();
}
}
return flScale;
}
//-----------------------------------------------------------------------------
// Purpose: Applies forces to our physics object in response to damage.
//-----------------------------------------------------------------------------
int CBaseEntity::VPhysicsTakeDamage( const CTakeDamageInfo &info )
{
// don't let physics impacts or fire cause objects to move (again)
bool bNoPhysicsForceDamage = g_pGameRules->Damage_NoPhysicsForce( info.GetDamageType() );
if ( bNoPhysicsForceDamage || info.GetDamageType() == DMG_GENERIC )
return 1;
Assert(VPhysicsGetObject() != NULL);
if ( VPhysicsGetObject() )
{
Vector force = info.GetDamageForce();
Vector offset = info.GetDamagePosition();
// If you hit this assert, you've called TakeDamage with a damage type that requires a physics damage
// force & position without specifying one or both of them. Decide whether your damage that's causing
// this is something you believe should impart physics force on the receiver. If it is, you need to
// setup the damage force & position inside the CTakeDamageInfo (Utility functions for this are in
// takedamageinfo.cpp. If you think the damage shouldn't cause force (unlikely!) then you can set the
// damage type to DMG_GENERIC, or | DMG_CRUSH if you need to preserve the damage type for purposes of HUD display.
#if !defined( TF_DLL )
Assert( force != vec3_origin && offset != vec3_origin );
#else
// this was spamming the console for Payload maps in TF (trigger_hurt entity on the front of the cart)
if ( !TFGameRules() || TFGameRules()->GetGameType() != TF_GAMETYPE_ESCORT )
{
Assert( force != vec3_origin && offset != vec3_origin );
}
#endif
unsigned short gameFlags = VPhysicsGetObject()->GetGameFlags();
if ( gameFlags & FVPHYSICS_PLAYER_HELD )
{
// if the player is holding the object, use it's real mass (player holding reduced the mass)
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
float mass = pPlayer->GetHeldObjectMass( VPhysicsGetObject() );
if ( mass != 0.0f )
{
float ratio = VPhysicsGetObject()->GetMass() / mass;
force *= ratio;
}
}
}
else if ( (gameFlags & FVPHYSICS_PART_OF_RAGDOLL) && (gameFlags & FVPHYSICS_CONSTRAINT_STATIC) )
{
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
for ( int i = 0; i < count; i++ )
{
if ( !(pList[i]->GetGameFlags() & FVPHYSICS_CONSTRAINT_STATIC) )
{
pList[i]->ApplyForceOffset( force, offset );
return 1;
}
}
}
VPhysicsGetObject()->ApplyForceOffset( force, offset );
}
return 1;
}
// Character killed (only fired once)
void CBaseEntity::Event_Killed( const CTakeDamageInfo &info )
{
if( info.GetAttacker() )
{
info.GetAttacker()->Event_KilledOther(this, info);
}
m_takedamage = DAMAGE_NO;
m_lifeState = LIFE_DEAD;
UTIL_Remove( this );
}
//-----------------------------------------------------------------------------
// Purpose: helper method to send a game event when this entity is killed. Note:
// gets called specifically for particular entities (mostly NPC), this
// does not get called for every entity
//-----------------------------------------------------------------------------
void CBaseEntity::SendOnKilledGameEvent( const CTakeDamageInfo &info )
{
IGameEvent *event = gameeventmanager->CreateEvent( "entity_killed" );
if ( event )
{
event->SetInt( "entindex_killed", entindex() );
if ( info.GetAttacker())
{
event->SetInt( "entindex_attacker", info.GetAttacker()->entindex() );
}
if ( info.GetInflictor())
{
event->SetInt( "entindex_inflictor", info.GetInflictor()->entindex() );
}
event->SetInt( "damagebits", info.GetDamageType() );
gameeventmanager->FireEvent( event );
}
}
bool CBaseEntity::HasTarget( string_t targetname )
{
if( targetname != NULL_STRING && m_target != NULL_STRING )
return FStrEq(STRING(targetname), STRING(m_target) );
else
return false;
}
CBaseEntity *CBaseEntity::GetNextTarget( void )
{
if ( !m_target )
return NULL;
return gEntList.FindEntityByName( NULL, m_target );
}
class CThinkContextsSaveDataOps : public CDefSaveRestoreOps
{
virtual void Save( const SaveRestoreFieldInfo_t &fieldInfo, ISave *pSave )
{
AssertMsg( fieldInfo.pTypeDesc->fieldSize == 1, "CThinkContextsSaveDataOps does not support arrays");
// Write out the vector
CUtlVector< thinkfunc_t > *pUtlVector = (CUtlVector< thinkfunc_t > *)fieldInfo.pField;
SaveUtlVector( pSave, pUtlVector, FIELD_EMBEDDED );
// Get our owner
CBaseEntity *pOwner = (CBaseEntity*)fieldInfo.pOwner;
pSave->StartBlock();
// Now write out all the functions
for ( int i = 0; i < pUtlVector->Size(); i++ )
{
#ifdef WIN32
void **ppV = (void**)&((*pUtlVector)[i].m_pfnThink);
#else
BASEPTR *ppV = &((*pUtlVector)[i].m_pfnThink);
#endif
bool bHasFunc = (*ppV != NULL);
pSave->WriteBool( &bHasFunc, 1 );
if ( bHasFunc )
{
pSave->WriteFunction( pOwner->GetDataDescMap(), "m_pfnThink", (inputfunc_t **)ppV, 1 );
}
}
pSave->EndBlock();
}
virtual void Restore( const SaveRestoreFieldInfo_t &fieldInfo, IRestore *pRestore )
{
AssertMsg( fieldInfo.pTypeDesc->fieldSize == 1, "CThinkContextsSaveDataOps does not support arrays");
// Read in the vector
CUtlVector< thinkfunc_t > *pUtlVector = (CUtlVector< thinkfunc_t > *)fieldInfo.pField;
RestoreUtlVector( pRestore, pUtlVector, FIELD_EMBEDDED );
// Get our owner
CBaseEntity *pOwner = (CBaseEntity*)fieldInfo.pOwner;
pRestore->StartBlock();
// Now read in all the functions
for ( int i = 0; i < pUtlVector->Size(); i++ )
{
bool bHasFunc;
pRestore->ReadBool( &bHasFunc, 1 );
#ifdef WIN32
void **ppV = (void**)&((*pUtlVector)[i].m_pfnThink);
#else
BASEPTR *ppV = &((*pUtlVector)[i].m_pfnThink);
Q_memset( (void *)ppV, 0x0, sizeof(inputfunc_t) );
#endif
if ( bHasFunc )
{
SaveRestoreRecordHeader_t header;
pRestore->ReadHeader( &header );
pRestore->ReadFunction( pOwner->GetDataDescMap(), (inputfunc_t **)ppV, 1, header.size );
}
else
{
*ppV = NULL;
}
}
pRestore->EndBlock();
}
virtual bool IsEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
CUtlVector< thinkfunc_t > *pUtlVector = (CUtlVector< thinkfunc_t > *)fieldInfo.pField;
return ( pUtlVector->Count() == 0 );
}
virtual void MakeEmpty( const SaveRestoreFieldInfo_t &fieldInfo )
{
BASEPTR pFunc = *((BASEPTR*)fieldInfo.pField);
pFunc = NULL;
}
};
CThinkContextsSaveDataOps g_ThinkContextsSaveDataOps;
ISaveRestoreOps *thinkcontextFuncs = &g_ThinkContextsSaveDataOps;
BEGIN_SIMPLE_DATADESC( thinkfunc_t )
DEFINE_FIELD( m_iszContext, FIELD_STRING ),
// DEFINE_FIELD( m_pfnThink, FIELD_FUNCTION ), // Manually written
DEFINE_FIELD( m_nNextThinkTick, FIELD_TICK ),
DEFINE_FIELD( m_nLastThinkTick, FIELD_TICK ),
END_DATADESC()
BEGIN_SIMPLE_DATADESC( ResponseContext_t )
DEFINE_FIELD( m_iszName, FIELD_STRING ),
DEFINE_FIELD( m_iszValue, FIELD_STRING ),
DEFINE_FIELD( m_fExpirationTime, FIELD_TIME ),
END_DATADESC()
BEGIN_DATADESC_NO_BASE( CBaseEntity )
DEFINE_KEYFIELD( m_iClassname, FIELD_STRING, "classname" ),
DEFINE_GLOBAL_KEYFIELD( m_iGlobalname, FIELD_STRING, "globalname" ),
DEFINE_KEYFIELD( m_iParent, FIELD_STRING, "parentname" ),
DEFINE_KEYFIELD( m_iHammerID, FIELD_INTEGER, "hammerid" ), // save ID numbers so that entities can be tracked between save/restore and vmf
DEFINE_KEYFIELD( m_flSpeed, FIELD_FLOAT, "speed" ),
DEFINE_KEYFIELD( m_nRenderFX, FIELD_CHARACTER, "renderfx" ),
DEFINE_KEYFIELD( m_nRenderMode, FIELD_CHARACTER, "rendermode" ),
// Consider moving to CBaseAnimating?
DEFINE_FIELD( m_flPrevAnimTime, FIELD_TIME ),
DEFINE_FIELD( m_flAnimTime, FIELD_TIME ),
DEFINE_FIELD( m_flSimulationTime, FIELD_TIME ),
DEFINE_FIELD( m_nLastThinkTick, FIELD_TICK ),
DEFINE_KEYFIELD( m_nNextThinkTick, FIELD_TICK, "nextthink" ),
DEFINE_KEYFIELD( m_fEffects, FIELD_INTEGER, "effects" ),
DEFINE_KEYFIELD( m_clrRender, FIELD_COLOR32, "rendercolor" ),
DEFINE_GLOBAL_KEYFIELD( m_nModelIndex, FIELD_SHORT, "modelindex" ),
#if !defined( NO_ENTITY_PREDICTION )
// DEFINE_FIELD( m_PredictableID, CPredictableId ),
#endif
DEFINE_FIELD( touchStamp, FIELD_INTEGER ),
DEFINE_CUSTOM_FIELD( m_aThinkFunctions, thinkcontextFuncs ),
// m_iCurrentThinkContext (not saved, debug field only, and think transient to boot)
DEFINE_UTLVECTOR(m_ResponseContexts, FIELD_EMBEDDED),
DEFINE_KEYFIELD( m_iszResponseContext, FIELD_STRING, "ResponseContext" ),
DEFINE_FIELD( m_pfnThink, FIELD_FUNCTION ),
DEFINE_FIELD( m_pfnTouch, FIELD_FUNCTION ),
DEFINE_FIELD( m_pfnUse, FIELD_FUNCTION ),
DEFINE_FIELD( m_pfnBlocked, FIELD_FUNCTION ),
DEFINE_FIELD( m_pfnMoveDone, FIELD_FUNCTION ),
DEFINE_FIELD( m_lifeState, FIELD_CHARACTER ),
DEFINE_FIELD( m_takedamage, FIELD_CHARACTER ),
DEFINE_KEYFIELD( m_iMaxHealth, FIELD_INTEGER, "max_health" ),
DEFINE_KEYFIELD( m_iHealth, FIELD_INTEGER, "health" ),
// DEFINE_FIELD( m_pLink, FIELD_CLASSPTR ),
DEFINE_KEYFIELD( m_target, FIELD_STRING, "target" ),
DEFINE_KEYFIELD( m_iszDamageFilterName, FIELD_STRING, "damagefilter" ),
DEFINE_FIELD( m_hDamageFilter, FIELD_EHANDLE ),
DEFINE_FIELD( m_debugOverlays, FIELD_INTEGER ),
DEFINE_GLOBAL_FIELD( m_pParent, FIELD_EHANDLE ),
DEFINE_FIELD( m_iParentAttachment, FIELD_CHARACTER ),
DEFINE_GLOBAL_FIELD( m_hMoveParent, FIELD_EHANDLE ),
DEFINE_GLOBAL_FIELD( m_hMoveChild, FIELD_EHANDLE ),
DEFINE_GLOBAL_FIELD( m_hMovePeer, FIELD_EHANDLE ),
DEFINE_FIELD( m_iEFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_iName, FIELD_STRING ),
DEFINE_EMBEDDED( m_Collision ),
DEFINE_EMBEDDED( m_Network ),
DEFINE_FIELD( m_MoveType, FIELD_CHARACTER ),
DEFINE_FIELD( m_MoveCollide, FIELD_CHARACTER ),
DEFINE_FIELD( m_hOwnerEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_CollisionGroup, FIELD_INTEGER ),
DEFINE_PHYSPTR( m_pPhysicsObject),
DEFINE_FIELD( m_flElasticity, FIELD_FLOAT ),
DEFINE_KEYFIELD( m_flShadowCastDistance, FIELD_FLOAT, "shadowcastdist" ),
DEFINE_FIELD( m_flDesiredShadowCastDistance, FIELD_FLOAT ),
DEFINE_INPUT( m_iInitialTeamNum, FIELD_INTEGER, "TeamNum" ),
DEFINE_FIELD( m_iTeamNum, FIELD_INTEGER ),
// DEFINE_FIELD( m_bSentLastFrame, FIELD_INTEGER ),
DEFINE_FIELD( m_hGroundEntity, FIELD_EHANDLE ),
DEFINE_FIELD( m_flGroundChangeTime, FIELD_TIME ),
DEFINE_GLOBAL_KEYFIELD( m_ModelName, FIELD_MODELNAME, "model" ),
DEFINE_KEYFIELD( m_vecBaseVelocity, FIELD_VECTOR, "basevelocity" ),
DEFINE_FIELD( m_vecAbsVelocity, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_vecAngVelocity, FIELD_VECTOR, "avelocity" ),
// DEFINE_FIELD( m_vecAbsAngVelocity, FIELD_VECTOR ),
DEFINE_ARRAY( m_rgflCoordinateFrame, FIELD_FLOAT, 12 ), // NOTE: MUST BE IN LOCAL SPACE, NOT POSITION_VECTOR!!! (see CBaseEntity::Restore)
DEFINE_KEYFIELD( m_nWaterLevel, FIELD_CHARACTER, "waterlevel" ),
DEFINE_FIELD( m_nWaterType, FIELD_CHARACTER ),
DEFINE_FIELD( m_pBlocker, FIELD_EHANDLE ),
DEFINE_KEYFIELD( m_flGravity, FIELD_FLOAT, "gravity" ),
DEFINE_KEYFIELD( m_flFriction, FIELD_FLOAT, "friction" ),
// Local time is local to each object. It doesn't need to be re-based if the clock
// changes. Therefore it is saved as a FIELD_FLOAT, not a FIELD_TIME
DEFINE_KEYFIELD( m_flLocalTime, FIELD_FLOAT, "ltime" ),
DEFINE_FIELD( m_flVPhysicsUpdateLocalTime, FIELD_FLOAT ),
DEFINE_FIELD( m_flMoveDoneTime, FIELD_FLOAT ),
// DEFINE_FIELD( m_nPushEnumCount, FIELD_INTEGER ),
DEFINE_FIELD( m_vecAbsOrigin, FIELD_POSITION_VECTOR ),
DEFINE_KEYFIELD( m_vecVelocity, FIELD_VECTOR, "velocity" ),
DEFINE_KEYFIELD( m_iTextureFrameIndex, FIELD_CHARACTER, "texframeindex" ),
DEFINE_FIELD( m_bSimulatedEveryTick, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAnimatedEveryTick, FIELD_BOOLEAN ),
DEFINE_FIELD( m_bAlternateSorting, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_spawnflags, FIELD_INTEGER, "spawnflags" ),
DEFINE_FIELD( m_nTransmitStateOwnedCounter, FIELD_CHARACTER ),
DEFINE_FIELD( m_angAbsRotation, FIELD_VECTOR ),
DEFINE_FIELD( m_vecOrigin, FIELD_VECTOR ), // NOTE: MUST BE IN LOCAL SPACE, NOT POSITION_VECTOR!!! (see CBaseEntity::Restore)
DEFINE_FIELD( m_angRotation, FIELD_VECTOR ),
DEFINE_KEYFIELD( m_vecViewOffset, FIELD_VECTOR, "view_ofs" ),
DEFINE_FIELD( m_fFlags, FIELD_INTEGER ),
#if !defined( NO_ENTITY_PREDICTION )
// DEFINE_FIELD( m_bIsPlayerSimulated, FIELD_INTEGER ),
// DEFINE_FIELD( m_hPlayerSimulationOwner, FIELD_EHANDLE ),
#endif
// DEFINE_FIELD( m_pTimedOverlay, TimedOverlay_t* ),
DEFINE_FIELD( m_nSimulationTick, FIELD_TICK ),
// DEFINE_FIELD( m_RefEHandle, CBaseHandle ),
// DEFINE_FIELD( m_nWaterTouch, FIELD_INTEGER ),
// DEFINE_FIELD( m_nSlimeTouch, FIELD_INTEGER ),
DEFINE_FIELD( m_flNavIgnoreUntilTime, FIELD_TIME ),
// DEFINE_FIELD( m_bToolRecording, FIELD_BOOLEAN ),
// DEFINE_FIELD( m_ToolHandle, FIELD_INTEGER ),
// NOTE: This is tricky. TeamNum must be saved, but we can't directly
// read it in, because we can only set it after the team entity has been read in,
// which may or may not actually occur before the entity is parsed.
// Therefore, we set the TeamNum from the InitialTeamNum in Activate
DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTeam", InputSetTeam ),
DEFINE_INPUTFUNC( FIELD_VOID, "Kill", InputKill ),
DEFINE_INPUTFUNC( FIELD_VOID, "KillHierarchy", InputKillHierarchy ),
DEFINE_INPUTFUNC( FIELD_VOID, "Use", InputUse ),
DEFINE_INPUTFUNC( FIELD_INTEGER, "Alpha", InputAlpha ),
DEFINE_INPUTFUNC( FIELD_BOOLEAN, "AlternativeSorting", InputAlternativeSorting ),
DEFINE_INPUTFUNC( FIELD_COLOR32, "Color", InputColor ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetParent", InputSetParent ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetParentAttachment", InputSetParentAttachment ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetParentAttachmentMaintainOffset", InputSetParentAttachmentMaintainOffset ),
DEFINE_INPUTFUNC( FIELD_VOID, "ClearParent", InputClearParent ),
DEFINE_INPUTFUNC( FIELD_STRING, "SetDamageFilter", InputSetDamageFilter ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableDamageForces", InputEnableDamageForces ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableDamageForces", InputDisableDamageForces ),
DEFINE_INPUTFUNC( FIELD_STRING, "DispatchEffect", InputDispatchEffect ),
DEFINE_INPUTFUNC( FIELD_STRING, "DispatchResponse", InputDispatchResponse ),
// Entity I/O methods to alter context
DEFINE_INPUTFUNC( FIELD_STRING, "AddContext", InputAddContext ),
DEFINE_INPUTFUNC( FIELD_STRING, "RemoveContext", InputRemoveContext ),
DEFINE_INPUTFUNC( FIELD_STRING, "ClearContext", InputClearContext ),
DEFINE_INPUTFUNC( FIELD_VOID, "DisableShadow", InputDisableShadow ),
DEFINE_INPUTFUNC( FIELD_VOID, "EnableShadow", InputEnableShadow ),
DEFINE_INPUTFUNC( FIELD_STRING, "AddOutput", InputAddOutput ),
DEFINE_INPUTFUNC( FIELD_STRING, "FireUser1", InputFireUser1 ),
DEFINE_INPUTFUNC( FIELD_STRING, "FireUser2", InputFireUser2 ),
DEFINE_INPUTFUNC( FIELD_STRING, "FireUser3", InputFireUser3 ),
DEFINE_INPUTFUNC( FIELD_STRING, "FireUser4", InputFireUser4 ),
DEFINE_OUTPUT( m_OnUser1, "OnUser1" ),
DEFINE_OUTPUT( m_OnUser2, "OnUser2" ),
DEFINE_OUTPUT( m_OnUser3, "OnUser3" ),
DEFINE_OUTPUT( m_OnUser4, "OnUser4" ),
// Function Pointers
DEFINE_FUNCTION( SUB_Remove ),
DEFINE_FUNCTION( SUB_DoNothing ),
DEFINE_FUNCTION( SUB_StartFadeOut ),
DEFINE_FUNCTION( SUB_StartFadeOutInstant ),
DEFINE_FUNCTION( SUB_FadeOut ),
DEFINE_FUNCTION( SUB_Vanish ),
DEFINE_FUNCTION( SUB_CallUseToggle ),
DEFINE_THINKFUNC( ShadowCastDistThink ),
DEFINE_FIELD( m_hEffectEntity, FIELD_EHANDLE ),
//DEFINE_FIELD( m_DamageModifiers, FIELD_?? ), // can't save?
// DEFINE_FIELD( m_fDataObjectTypes, FIELD_INTEGER ),
#ifdef TF_DLL
DEFINE_ARRAY( m_nModelIndexOverrides, FIELD_INTEGER, MAX_VISION_MODES ),
#endif
END_DATADESC()
// For code error checking
extern bool g_bReceivedChainedUpdateOnRemove;
//-----------------------------------------------------------------------------
// Purpose: Called just prior to object destruction
// Entities that need to unlink themselves from other entities should do the unlinking
// here rather than in their destructor. The reason why is that when the global entity list
// is told to Clear(), it first takes a pass through all active entities and calls UTIL_Remove
// on each such entity. Then it calls the delete function on each deleted entity in the list.
// In the old code, the objects were simply destroyed in order and there was no guarantee that the
// destructor of one object would not try to access another object that might already have been
// destructed (especially since the entity list order is more or less random!).
// NOTE: You should never call delete directly on an entity (there's an assert now), see note
// at CBaseEntity::~CBaseEntity for more information.
//
// NOTE: You should chain to BaseClass::UpdateOnRemove after doing your own cleanup code, e.g.:
//
// void CDerived::UpdateOnRemove( void )
// {
// ... cleanup code
// ...
//
// BaseClass::UpdateOnRemove();
// }
//
// In general, this function updates global tables that need to know about entities being removed
//-----------------------------------------------------------------------------
void CBaseEntity::UpdateOnRemove( void )
{
g_bReceivedChainedUpdateOnRemove = true;
// Virtual call to shut down any looping sounds.
StopLoopingSounds();
// Notifies entity listeners, etc
gEntList.NotifyRemoveEntity( GetRefEHandle() );
if ( edict() )
{
AddFlag( FL_KILLME );
if ( GetFlags() & FL_GRAPHED )
{
/* <<TODO>>
// this entity was a LinkEnt in the world node graph, so we must remove it from
// the graph since we are removing it from the world.
for ( int i = 0 ; i < WorldGraph.m_cLinks ; i++ )
{
if ( WorldGraph.m_pLinkPool [ i ].m_pLinkEnt == pev )
{
// if this link has a link ent which is the same ent that is removing itself, remove it!
WorldGraph.m_pLinkPool [ i ].m_pLinkEnt = NULL;
}
}
*/
}
}
if ( m_iGlobalname != NULL_STRING )
{
// NOTE: During level shutdown the global list will suppress this
// it assumes your changing levels or the game will end
// causing the whole list to be flushed
GlobalEntity_SetState( m_iGlobalname, GLOBAL_DEAD );
}
VPhysicsDestroyObject();
// This is only here to allow the MOVETYPE_NONE to be set without the
// assertion triggering. Why do we bother setting the MOVETYPE to none here?
RemoveEffects( EF_BONEMERGE );
SetMoveType(MOVETYPE_NONE);
// If we have a parent, unlink from it.
UnlinkFromParent( this );
// Any children still connected are orphans, mark all for delete
CUtlVector<CBaseEntity *> childrenList;
GetAllChildren( this, childrenList );
if ( childrenList.Count() )
{
DevMsg( 2, "Warning: Deleting orphaned children of %s\n", GetClassname() );
for ( int i = childrenList.Count()-1; i >= 0; --i )
{
UTIL_Remove( childrenList[i] );
}
}
SetGroundEntity( NULL );
if ( m_bDynamicModelPending )
{
sg_DynamicLoadHandlers.Remove( this );
}
if ( IsDynamicModelIndex( m_nModelIndex ) )
{
modelinfo->ReleaseDynamicModel( m_nModelIndex ); // no-op if not dynamic
m_nModelIndex = -1;
}
}
//-----------------------------------------------------------------------------
// capabilities
//-----------------------------------------------------------------------------
int CBaseEntity::ObjectCaps( void )
{
#if 1
model_t *pModel = GetModel();
bool bIsBrush = ( pModel && modelinfo->GetModelType( pModel ) == mod_brush );
// We inherit our parent's use capabilities so that we can forward use commands
// to our parent.
CBaseEntity *pParent = GetParent();
if ( pParent )
{
int caps = pParent->ObjectCaps();
if ( !bIsBrush )
caps &= ( FCAP_ACROSS_TRANSITION | FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE | FCAP_DIRECTIONAL_USE );
else
caps &= ( FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE | FCAP_DIRECTIONAL_USE );
if ( pParent->IsPlayer() )
caps |= FCAP_ACROSS_TRANSITION;
return caps;
}
else if ( !bIsBrush )
{
return FCAP_ACROSS_TRANSITION;
}
return 0;
#else
// We inherit our parent's use capabilities so that we can forward use commands
// to our parent.
int parentCaps = 0;
if (GetParent())
{
parentCaps = GetParent()->ObjectCaps();
parentCaps &= ( FCAP_IMPULSE_USE | FCAP_CONTINUOUS_USE | FCAP_ONOFF_USE | FCAP_DIRECTIONAL_USE );
}
model_t *pModel = GetModel();
if ( pModel && modelinfo->GetModelType( pModel ) == mod_brush )
return parentCaps;
return FCAP_ACROSS_TRANSITION | parentCaps;
#endif
}
void CBaseEntity::StartTouch( CBaseEntity *pOther )
{
// notify parent
if ( m_pParent != NULL )
m_pParent->StartTouch( pOther );
}
void CBaseEntity::Touch( CBaseEntity *pOther )
{
if ( m_pfnTouch )
(this->*m_pfnTouch)( pOther );
// notify parent of touch
if ( m_pParent != NULL )
m_pParent->Touch( pOther );
}
void CBaseEntity::EndTouch( CBaseEntity *pOther )
{
// notify parent
if ( m_pParent != NULL )
{
m_pParent->EndTouch( pOther );
}
}
//-----------------------------------------------------------------------------
// Purpose: Dispatches blocked events to this entity's blocked handler, set via SetBlocked.
// Input : pOther - The entity that is blocking us.
//-----------------------------------------------------------------------------
void CBaseEntity::Blocked( CBaseEntity *pOther )
{
if ( m_pfnBlocked )
{
(this->*m_pfnBlocked)( pOther );
}
//
// Forward the blocked event to our parent, if any.
//
if ( m_pParent != NULL )
{
m_pParent->Blocked( pOther );
}
}
//-----------------------------------------------------------------------------
// Purpose: Dispatches use events to this entity's use handler, set via SetUse.
// Input : pActivator -
// pCaller -
// useType -
// value -
//-----------------------------------------------------------------------------
void CBaseEntity::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if ( m_pfnUse != NULL )
{
(this->*m_pfnUse)( pActivator, pCaller, useType, value );
}
else
{
//
// We don't handle use events. Forward to our parent, if any.
//
if ( m_pParent != NULL )
{
m_pParent->Use( pActivator, pCaller, useType, value );
}
}
}
static CBaseEntity *FindPhysicsBlocker( IPhysicsObject *pPhysics, physicspushlist_t &list, const Vector &pushVel )
{
IPhysicsFrictionSnapshot *pSnapshot = pPhysics->CreateFrictionSnapshot();
CBaseEntity *pBlocker = NULL;
float maxForce = 0;
while ( pSnapshot->IsValid() )
{
IPhysicsObject *pOther = pSnapshot->GetObject(1);
CBaseEntity *pOtherEntity = static_cast<CBaseEntity *>(pOther->GetGameData());
bool inList = false;
for ( int i = 0; i < list.pushedCount; i++ )
{
if ( pOtherEntity == list.pushedEnts[i] )
{
inList = true;
break;
}
}
Vector normal;
pSnapshot->GetSurfaceNormal(normal);
float dot = DotProduct( pushVel, pSnapshot->GetNormalForce() * normal );
if ( !pBlocker || (!inList && dot > maxForce) )
{
pBlocker = pOtherEntity;
if ( !inList )
{
maxForce = dot;
}
}
pSnapshot->NextFrictionData();
}
pPhysics->DestroyFrictionSnapshot( pSnapshot );
return pBlocker;
}
struct pushblock_t
{
physicspushlist_t *pList;
CBaseEntity *pRootParent;
CBaseEntity *pBlockedEntity;
float moveBackFraction;
float movetime;
};
static void ComputePushStartMatrix( matrix3x4_t &start, CBaseEntity *pEntity, const pushblock_t &params )
{
Vector localOrigin;
QAngle localAngles;
if ( params.pList )
{
localOrigin = params.pList->localOrigin;
localAngles = params.pList->localAngles;
}
else
{
localOrigin = params.pRootParent->GetAbsOrigin() - params.pRootParent->GetAbsVelocity() * params.movetime;
localAngles = params.pRootParent->GetAbsAngles() - params.pRootParent->GetLocalAngularVelocity() * params.movetime;
}
matrix3x4_t xform, delta;
AngleMatrix( localAngles, localOrigin, xform );
matrix3x4_t srcInv;
// xform = src(-1) * dest
MatrixInvert( params.pRootParent->EntityToWorldTransform(), srcInv );
ConcatTransforms( xform, srcInv, delta );
ConcatTransforms( delta, pEntity->EntityToWorldTransform(), start );
}
#define DEBUG_PUSH_MESSAGES 0
static void CheckPushedEntity( CBaseEntity *pEntity, pushblock_t &params )
{
IPhysicsObject *pPhysics = pEntity->VPhysicsGetObject();
if ( !pPhysics )
return;
// somehow we've got a static or motion disabled physics object in hierarchy!
// This is not allowed! Don't test blocking in that case.
Assert(pPhysics->IsMoveable());
if ( !pPhysics->IsMoveable() || !pPhysics->GetShadowController() )
{
#if DEBUG_PUSH_MESSAGES
Msg("Blocking %s, not moveable!\n", pEntity->GetClassname());
#endif
return;
}
bool checkrot = true;
bool checkmove = true;
Vector origin;
QAngle angles;
pPhysics->GetShadowPosition( &origin, &angles );
float fraction = -1.0f;
matrix3x4_t parentDelta;
if ( pEntity == params.pRootParent )
{
if ( pEntity->GetLocalAngularVelocity() == vec3_angle )
checkrot = false;
if ( pEntity->GetLocalVelocity() == vec3_origin)
checkmove = false;
}
else
{
#if DEBUG_PUSH_MESSAGES
if ( pPhysics->IsAttachedToConstraint(false))
{
Msg("Warning, hierarchical entity is attached to a constraint %s\n", pEntity->GetClassname());
}
#endif
}
if ( checkmove )
{
// project error onto the axis of movement
Vector dir = pEntity->GetAbsVelocity();
float speed = VectorNormalize(dir);
Vector targetPos;
pPhysics->GetShadowController()->GetTargetPosition( &targetPos, NULL );
float targetAmount = DotProduct(targetPos, dir);
float currentAmount = DotProduct(origin, dir);
float entityAmount = DotProduct(pEntity->GetAbsOrigin(), dir);
// if target and entity origin are not in sync, then the position of the entity was updated
// by something outside of push physics
if ( (targetAmount - entityAmount) > 1 )
{
pEntity->UpdatePhysicsShadowToCurrentPosition(0);
#if DEBUG_PUSH_MESSAGES
Warning("Someone slammed the position of a %s\n", pEntity->GetClassname() );
#endif
}
else
{
float dist = targetAmount - currentAmount;
if ( dist > 1 )
{
#if DEBUG_PUSH_MESSAGES
const char *pName = pEntity->GetClassname();
Msg( "%s blocked by %.2f units\n", pName, dist );
#endif
float movementAmount = targetAmount - (speed * params.movetime);
if ( pEntity == params.pRootParent )
{
if ( params.pList )
{
Vector localVel = pEntity->GetLocalVelocity();
VectorNormalize(localVel);
float localTargetAmt = DotProduct(pEntity->GetLocalOrigin(), localVel);
movementAmount = targetAmount + DotProduct(params.pList->localOrigin, localVel) - localTargetAmt;
}
}
else
{
matrix3x4_t start;
ComputePushStartMatrix( start, pEntity, params );
Vector startPos;
MatrixPosition( start, startPos );
movementAmount = DotProduct(startPos, dir);
}
float expectedDist = targetAmount - movementAmount;
// compute the fraction to move back the AI to match the physics
if ( expectedDist <= 0 )
{
fraction = 1;
}
else
{
fraction = dist / expectedDist;
fraction = clamp(fraction, 0.f, 1.f);
}
}
}
}
if ( checkrot )
{
Vector axis;
float deltaAngle;
RotationDeltaAxisAngle( angles, pEntity->GetAbsAngles(), axis, deltaAngle );
if ( fabsf(deltaAngle) > 0.5f )
{
Vector targetAxis;
QAngle targetRot;
float deltaTargetAngle;
pPhysics->GetShadowController()->GetTargetPosition( NULL, &targetRot );
RotationDeltaAxisAngle( angles, targetRot, targetAxis, deltaTargetAngle );
if ( fabsf(deltaTargetAngle) > 0.01f )
{
float expectedDist = deltaAngle;
#if DEBUG_PUSH_MESSAGES
const char *pName = pEntity->GetClassname();
Msg( "%s blocked by %.2f degrees\n", pName, deltaAngle );
if ( pPhysics->IsAsleep() )
{
Msg("Asleep while blocked?\n");
}
if ( pPhysics->GetGameFlags() & FVPHYSICS_PENETRATING )
{
Msg("Blocking for penetration!\n");
}
#endif
if ( pEntity == params.pRootParent )
{
expectedDist = pEntity->GetLocalAngularVelocity().Length() * params.movetime;
}
else
{
matrix3x4_t start;
ComputePushStartMatrix( start, pEntity, params );
Vector startAxis;
float startAngle;
Vector startPos;
QAngle startAngles;
MatrixAngles( start, startAngles, startPos );
RotationDeltaAxisAngle( startAngles, pEntity->GetAbsAngles(), startAxis, startAngle );
expectedDist = startAngle * DotProduct( startAxis, axis );
}
float t = expectedDist != 0.0f ? fabsf(deltaAngle / expectedDist) : 1.0f;
t = clamp(t,0.f,1.f);
fraction = MAX(fraction, t);
}
else
{
pEntity->UpdatePhysicsShadowToCurrentPosition(0);
#if DEBUG_PUSH_MESSAGES
Warning("Someone slammed the position of a %s\n", pEntity->GetClassname() );
#endif
}
}
}
if ( fraction >= params.moveBackFraction )
{
params.moveBackFraction = fraction;
params.pBlockedEntity = pEntity;
}
}
void CBaseEntity::VPhysicsUpdatePusher( IPhysicsObject *pPhysics )
{
float movetime = m_flLocalTime - m_flVPhysicsUpdateLocalTime;
if (movetime <= 0)
return;
// only reconcile pushers on the final vphysics tick
if ( !PhysIsFinalTick() )
return;
Vector origin;
QAngle angles;
// physics updated the shadow, so check to see if I got blocked
// NOTE: SOLID_BSP cannont compute consistent collisions wrt vphysics, so
// don't allow vphysics to block. Assume game physics has handled it.
if ( GetSolid() != SOLID_BSP && pPhysics->GetShadowPosition( &origin, &angles ) )
{
CUtlVector<CBaseEntity *> list;
GetAllInHierarchy( this, list );
//NDebugOverlay::BoxAngles( origin, CollisionProp()->OBBMins(), CollisionProp()->OBBMaxs(), angles, 255,0,0,0, gpGlobals->frametime);
physicspushlist_t *pList = NULL;
if ( HasDataObjectType(PHYSICSPUSHLIST) )
{
pList = (physicspushlist_t *)GetDataObject( PHYSICSPUSHLIST );
Assert(pList);
}
bool checkrot = (GetLocalAngularVelocity() != vec3_angle) ? true : false;
bool checkmove = (GetLocalVelocity() != vec3_origin) ? true : false;
pushblock_t params;
params.pRootParent = this;
params.pList = pList;
params.pBlockedEntity = NULL;
params.moveBackFraction = 0.0f;
params.movetime = movetime;
for ( int i = 0; i < list.Count(); i++ )
{
if ( list[i]->IsSolid() )
{
CheckPushedEntity( list[i], params );
}
}
float physLocalTime = m_flLocalTime;
if ( params.pBlockedEntity )
{
float moveback = movetime * params.moveBackFraction;
if ( moveback > 0 )
{
physLocalTime = m_flLocalTime - moveback;
// add 1% noise for bouncing in collision.
if ( physLocalTime <= (m_flVPhysicsUpdateLocalTime + movetime * 0.99f) )
{
CBaseEntity *pBlocked = NULL;
IPhysicsObject *pOther;
if ( params.pBlockedEntity->VPhysicsGetObject()->GetContactPoint( NULL, &pOther ) )
{
pBlocked = static_cast<CBaseEntity *>(pOther->GetGameData());
}
// UNDONE: Need to traverse hierarchy here? Shouldn't.
if ( pList )
{
SetLocalOrigin( pList->localOrigin );
SetLocalAngles( pList->localAngles );
physLocalTime = pList->localMoveTime;
for ( int i = 0; i < pList->pushedCount; i++ )
{
CBaseEntity *pEntity = pList->pushedEnts[i];
if ( !pEntity )
continue;
pEntity->SetAbsOrigin( pEntity->GetAbsOrigin() - pList->pushVec[i] );
}
CBaseEntity *pPhysicsBlocker = FindPhysicsBlocker( VPhysicsGetObject(), *pList, pList->pushVec[0] );
if ( pPhysicsBlocker )
{
pBlocked = pPhysicsBlocker;
}
}
else
{
Vector origin = GetLocalOrigin();
QAngle angles = GetLocalAngles();
if ( checkmove )
{
origin -= GetLocalVelocity() * moveback;
}
if ( checkrot )
{
// BUGBUG: This is pretty hack-tastic!
angles -= GetLocalAngularVelocity() * moveback;
}
SetLocalOrigin( origin );
SetLocalAngles( angles );
}
if ( pBlocked )
{
Blocked( pBlocked );
}
m_flLocalTime = physLocalTime;
}
}
}
}
// this data is no longer useful, free the memory
if ( HasDataObjectType(PHYSICSPUSHLIST) )
{
DestroyDataObject( PHYSICSPUSHLIST );
}
m_flVPhysicsUpdateLocalTime = m_flLocalTime;
if ( m_flMoveDoneTime <= m_flLocalTime && m_flMoveDoneTime > 0 )
{
SetMoveDoneTime( -1 );
MoveDone();
}
}
void CBaseEntity::SetMoveDoneTime( float flDelay )
{
if (flDelay >= 0)
{
m_flMoveDoneTime = GetLocalTime() + flDelay;
}
else
{
m_flMoveDoneTime = -1;
}
CheckHasGamePhysicsSimulation();
}
//-----------------------------------------------------------------------------
// Purpose: Relinks all of a parents children into the collision tree
//-----------------------------------------------------------------------------
void CBaseEntity::PhysicsRelinkChildren( float dt )
{
CBaseEntity *child;
// iterate through all children
for ( child = FirstMoveChild(); child != NULL; child = child->NextMovePeer() )
{
if ( child->IsSolid() || child->IsSolidFlagSet(FSOLID_TRIGGER) )
{
child->PhysicsTouchTriggers();
}
//
// Update their physics shadows. We should never have any children of
// movetype VPHYSICS.
//
if ( child->GetMoveType() != MOVETYPE_VPHYSICS )
{
child->UpdatePhysicsShadowToCurrentPosition( dt );
}
else if ( child->GetOwnerEntity() != this )
{
// the only case where this is valid is if this entity is an attached ragdoll.
// So assert here to catch the non-ragdoll case.
Assert( 0 );
}
if ( child->FirstMoveChild() )
{
child->PhysicsRelinkChildren(dt);
}
}
}
void CBaseEntity::PhysicsTouchTriggers( const Vector *pPrevAbsOrigin )
{
edict_t *pEdict = edict();
if ( pEdict && !IsWorld() )
{
Assert(CollisionProp());
bool isTriggerCheckSolids = IsSolidFlagSet( FSOLID_TRIGGER );
bool isSolidCheckTriggers = IsSolid() && !isTriggerCheckSolids; // NOTE: Moving triggers (items, ammo etc) are not
// checked against other triggers to reduce the number of touchlinks created
if ( !(isSolidCheckTriggers || isTriggerCheckSolids) )
return;
if ( GetSolid() == SOLID_BSP )
{
if ( !GetModel() && Q_strlen( STRING( GetModelName() ) ) == 0 )
{
Warning( "Inserted %s with no model\n", GetClassname() );
return;
}
}
SetCheckUntouch( true );
if ( isSolidCheckTriggers )
{
engine->SolidMoved( pEdict, CollisionProp(), pPrevAbsOrigin, sm_bAccurateTriggerBboxChecks );
}
if ( isTriggerCheckSolids )
{
engine->TriggerMoved( pEdict, sm_bAccurateTriggerBboxChecks );
}
}
}
void CBaseEntity::VPhysicsShadowCollision( int index, gamevcollisionevent_t *pEvent )
{
}
void CBaseEntity::VPhysicsCollision( int index, gamevcollisionevent_t *pEvent )
{
// filter out ragdoll props hitting other parts of itself too often
// UNDONE: Store a sound time for this entity (not just this pair of objects)
// and filter repeats on that?
int otherIndex = !index;
CBaseEntity *pHitEntity = pEvent->pEntities[otherIndex];
// Don't make sounds / effects if neither entity is MOVETYPE_VPHYSICS. The game
// physics should have done so.
if ( GetMoveType() != MOVETYPE_VPHYSICS && pHitEntity->GetMoveType() != MOVETYPE_VPHYSICS )
return;
if ( pEvent->deltaCollisionTime < 0.5 && (pHitEntity == this) )
return;
// don't make noise for hidden/invisible/sky materials
surfacedata_t *phit = physprops->GetSurfaceData( pEvent->surfaceProps[otherIndex] );
const surfacedata_t *pprops = physprops->GetSurfaceData( pEvent->surfaceProps[index] );
if ( phit->game.material == 'X' || pprops->game.material == 'X' )
return;
if ( pHitEntity == this )
{
PhysCollisionSound( this, pEvent->pObjects[index], CHAN_BODY, pEvent->surfaceProps[index], pEvent->surfaceProps[otherIndex], pEvent->deltaCollisionTime, pEvent->collisionSpeed );
}
else
{
PhysCollisionSound( this, pEvent->pObjects[index], CHAN_STATIC, pEvent->surfaceProps[index], pEvent->surfaceProps[otherIndex], pEvent->deltaCollisionTime, pEvent->collisionSpeed );
}
PhysCollisionScreenShake( pEvent, index );
#if HL2_EPISODIC
// episodic does something different for when advisor shields are struck
if ( phit->game.material == 'Z' || pprops->game.material == 'Z')
{
PhysCollisionWarpEffect( pEvent, phit );
}
else
{
PhysCollisionDust( pEvent, phit );
}
#else
PhysCollisionDust( pEvent, phit );
#endif
}
void CBaseEntity::VPhysicsFriction( IPhysicsObject *pObject, float energy, int surfaceProps, int surfacePropsHit )
{
PhysFrictionSound( this, pObject, energy, surfaceProps, surfacePropsHit );
}
void CBaseEntity::VPhysicsSwapObject( IPhysicsObject *pSwap )
{
if ( !pSwap )
{
PhysRemoveShadow(this);
}
if ( !m_pPhysicsObject )
{
Warning( "Bad vphysics swap for %s\n", STRING(m_iClassname) );
}
m_pPhysicsObject = pSwap;
}
// Tells the physics shadow to update it's target to the current position
void CBaseEntity::UpdatePhysicsShadowToCurrentPosition( float deltaTime )
{
if ( GetMoveType() != MOVETYPE_VPHYSICS )
{
IPhysicsObject *pPhys = VPhysicsGetObject();
if ( pPhys )
{
pPhys->UpdateShadow( GetAbsOrigin(), GetAbsAngles(), false, deltaTime );
}
}
}
int CBaseEntity::VPhysicsGetObjectList( IPhysicsObject **pList, int listMax )
{
IPhysicsObject *pPhys = VPhysicsGetObject();
if ( pPhys )
{
// multi-object entities must implement this function
Assert( !(pPhys->GetGameFlags() & FVPHYSICS_MULTIOBJECT_ENTITY) );
if ( listMax > 0 )
{
pList[0] = pPhys;
return 1;
}
}
return 0;
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
bool CBaseEntity::VPhysicsIsFlesh( void )
{
IPhysicsObject *pList[VPHYSICS_MAX_OBJECT_LIST_COUNT];
int count = VPhysicsGetObjectList( pList, ARRAYSIZE(pList) );
for ( int i = 0; i < count; i++ )
{
int material = pList[i]->GetMaterialIndex();
const surfacedata_t *pSurfaceData = physprops->GetSurfaceData( material );
// Is flesh ?, don't allow pickup
if ( pSurfaceData->game.material == CHAR_TEX_ANTLION || pSurfaceData->game.material == CHAR_TEX_FLESH || pSurfaceData->game.material == CHAR_TEX_BLOODYFLESH || pSurfaceData->game.material == CHAR_TEX_ALIENFLESH )
return true;
}
return false;
}
bool CBaseEntity::Intersects( CBaseEntity *pOther )
{
if ( !edict() || !pOther->edict() )
return false;
CCollisionProperty *pMyProp = CollisionProp();
CCollisionProperty *pOtherProp = pOther->CollisionProp();
return IsOBBIntersectingOBB(
pMyProp->GetCollisionOrigin(), pMyProp->GetCollisionAngles(), pMyProp->OBBMins(), pMyProp->OBBMaxs(),
pOtherProp->GetCollisionOrigin(), pOtherProp->GetCollisionAngles(), pOtherProp->OBBMins(), pOtherProp->OBBMaxs() );
}
extern ConVar ai_LOS_mode;
//=========================================================
// FVisible - returns true if a line can be traced from
// the caller's eyes to the target
//=========================================================
bool CBaseEntity::FVisible( CBaseEntity *pEntity, int traceMask, CBaseEntity **ppBlocker )
{
VPROF( "CBaseEntity::FVisible" );
if ( pEntity->GetFlags() & FL_NOTARGET )
return false;
#if HL1_DLL
// FIXME: only block LOS through opaque water
// don't look through water
if ((m_nWaterLevel != 3 && pEntity->m_nWaterLevel == 3)
|| (m_nWaterLevel == 3 && pEntity->m_nWaterLevel == 0))
return false;
#endif
Vector vecLookerOrigin = EyePosition();//look through the caller's 'eyes'
Vector vecTargetOrigin = pEntity->EyePosition();
trace_t tr;
if ( !IsXbox() && ai_LOS_mode.GetBool() )
{
UTIL_TraceLine(vecLookerOrigin, vecTargetOrigin, traceMask, this, COLLISION_GROUP_NONE, &tr);
}
else
{
// If we're doing an LOS search, include NPCs.
if ( traceMask == MASK_BLOCKLOS )
{
traceMask = MASK_BLOCKLOS_AND_NPCS;
}
// Player sees through nodraw
if ( IsPlayer() )
{
traceMask &= ~CONTENTS_BLOCKLOS;
}
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE, pEntity );
UTIL_TraceLine( vecLookerOrigin, vecTargetOrigin, traceMask, &traceFilter, &tr );
}
if (tr.fraction != 1.0 || tr.startsolid )
{
// If we hit the entity we're looking for, it's visible
if ( tr.m_pEnt == pEntity )
return true;
// Got line of sight on the vehicle the player is driving!
if ( pEntity && pEntity->IsPlayer() )
{
CBasePlayer *pPlayer = assert_cast<CBasePlayer*>( pEntity );
if ( tr.m_pEnt == pPlayer->GetVehicleEntity() )
return true;
}
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;// Line of sight is not established
}
return true;// line of sight is valid.
}
//=========================================================
// FVisible - returns true if a line can be traced from
// the caller's eyes to the wished position.
//=========================================================
bool CBaseEntity::FVisible( const Vector &vecTarget, int traceMask, CBaseEntity **ppBlocker )
{
#if HL1_DLL
// don't look through water
// FIXME: only block LOS through opaque water
bool inWater = ( UTIL_PointContents( vecTarget ) & (CONTENTS_SLIME|CONTENTS_WATER) ) ? true : false;
// Don't allow it if we're straddling two areas
if ( ( m_nWaterLevel == 3 && !inWater ) || ( m_nWaterLevel != 3 && inWater ) )
return false;
#endif
trace_t tr;
Vector vecLookerOrigin = EyePosition();// look through the caller's 'eyes'
if ( ai_LOS_mode.GetBool() )
{
UTIL_TraceLine( vecLookerOrigin, vecTarget, traceMask, this, COLLISION_GROUP_NONE, &tr);
}
else
{
// If we're doing an LOS search, include NPCs.
if ( traceMask == MASK_BLOCKLOS )
{
traceMask = MASK_BLOCKLOS_AND_NPCS;
}
// Player sees through nodraw and blocklos
if ( IsPlayer() )
{
traceMask |= CONTENTS_IGNORE_NODRAW_OPAQUE;
traceMask &= ~CONTENTS_BLOCKLOS;
}
// Use the custom LOS trace filter
CTraceFilterLOS traceFilter( this, COLLISION_GROUP_NONE );
UTIL_TraceLine( vecLookerOrigin, vecTarget, traceMask, &traceFilter, &tr );
}
if (tr.fraction != 1.0)
{
if (ppBlocker)
{
*ppBlocker = tr.m_pEnt;
}
return false;// Line of sight is not established
}
return true;// line of sight is valid.
}
extern ConVar ai_debug_los;
//-----------------------------------------------------------------------------
// Purpose: Turn on prop LOS debugging mode
//-----------------------------------------------------------------------------
void CC_AI_LOS_Debug( IConVar *var, const char *pOldString, float flOldValue )
{
int iLOSMode = ai_debug_los.GetInt();
for ( CBaseEntity *pEntity = gEntList.FirstEnt(); pEntity != NULL; pEntity = gEntList.NextEnt(pEntity) )
{
if ( iLOSMode == 1 && pEntity->IsSolid() )
{
pEntity->m_debugOverlays |= OVERLAY_SHOW_BLOCKSLOS;
}
else if ( iLOSMode == 2 )
{
pEntity->m_debugOverlays |= OVERLAY_SHOW_BLOCKSLOS;
}
else
{
pEntity->m_debugOverlays &= ~OVERLAY_SHOW_BLOCKSLOS;
}
}
}
ConVar ai_debug_los("ai_debug_los", "0", FCVAR_CHEAT, "NPC Line-Of-Sight debug mode. If 1, solid entities that block NPC LOC will be highlighted with white bounding boxes. If 2, it'll show non-solid entities that would do it if they were solid.", CC_AI_LOS_Debug );
Class_T CBaseEntity::Classify ( void )
{
return CLASS_NONE;
}
float CBaseEntity::GetAutoAimRadius()
{
if( g_pGameRules->GetAutoAimMode() == AUTOAIM_ON_CONSOLE )
return 48.0f;
else
return 24.0f;
}
//-----------------------------------------------------------------------------
// Changes the shadow cast distance over time
//-----------------------------------------------------------------------------
void CBaseEntity::ShadowCastDistThink( )
{
SetShadowCastDistance( m_flDesiredShadowCastDistance );
SetContextThink( NULL, gpGlobals->curtime, "ShadowCastDistThink" );
}
void CBaseEntity::SetShadowCastDistance( float flDesiredDistance, float flDelay )
{
m_flDesiredShadowCastDistance = flDesiredDistance;
if ( m_flDesiredShadowCastDistance != m_flShadowCastDistance )
{
SetContextThink( &CBaseEntity::ShadowCastDistThink, gpGlobals->curtime + flDelay, "ShadowCastDistThink" );
}
}
/*
================
TraceAttack
================
*/
//-----------------------------------------------------------------------------
// Purpose: Returns whether a damage info can damage this entity.
//-----------------------------------------------------------------------------
bool CBaseEntity::PassesDamageFilter( const CTakeDamageInfo &info )
{
if (m_hDamageFilter)
{
CBaseFilter *pFilter = (CBaseFilter *)(m_hDamageFilter.Get());
return pFilter->PassesDamageFilter(info);
}
return true;
}
FORCEINLINE bool NamesMatch( const char *pszQuery, string_t nameToMatch )
{
if ( nameToMatch == NULL_STRING )
return (!pszQuery || *pszQuery == 0 || *pszQuery == '*');
const char *pszNameToMatch = STRING(nameToMatch);
// If the pointers are identical, we're identical
if ( pszNameToMatch == pszQuery )
return true;
while ( *pszNameToMatch && *pszQuery )
{
unsigned char cName = *pszNameToMatch;
unsigned char cQuery = *pszQuery;
// simple ascii case conversion
if ( cName == cQuery )
;
else if ( cName - 'A' <= (unsigned char)'Z' - 'A' && cName - 'A' + 'a' == cQuery )
;
else if ( cName - 'a' <= (unsigned char)'z' - 'a' && cName - 'a' + 'A' == cQuery )
;
else
break;
++pszNameToMatch;
++pszQuery;
}
if ( *pszQuery == 0 && *pszNameToMatch == 0 )
return true;
// @TODO (toml 03-18-03): Perhaps support real wildcards. Right now, only thing supported is trailing *
if ( *pszQuery == '*' )
return true;
return false;
}
bool CBaseEntity::NameMatchesComplex( const char *pszNameOrWildcard )
{
if ( !Q_stricmp( "!player", pszNameOrWildcard) )
return IsPlayer();
return NamesMatch( pszNameOrWildcard, m_iName );
}
bool CBaseEntity::ClassMatchesComplex( const char *pszClassOrWildcard )
{
return NamesMatch( pszClassOrWildcard, m_iClassname );
}
void CBaseEntity::MakeDormant( void )
{
AddEFlags( EFL_DORMANT );
// disable thinking for dormant entities
SetThink( NULL );
if ( !edict() )
return;
SETBITS( m_iEFlags, EFL_DORMANT );
// Don't touch
AddSolidFlags( FSOLID_NOT_SOLID );
// Don't move
SetMoveType( MOVETYPE_NONE );
// Don't draw
AddEffects( EF_NODRAW );
// Don't think
SetNextThink( TICK_NEVER_THINK );
}
int CBaseEntity::IsDormant( void )
{
return IsEFlagSet( EFL_DORMANT );
}
bool CBaseEntity::IsInWorld( void ) const
{
if ( !edict() )
return true;
// position
if (GetAbsOrigin().x >= MAX_COORD_INTEGER) return false;
if (GetAbsOrigin().y >= MAX_COORD_INTEGER) return false;
if (GetAbsOrigin().z >= MAX_COORD_INTEGER) return false;
if (GetAbsOrigin().x <= MIN_COORD_INTEGER) return false;
if (GetAbsOrigin().y <= MIN_COORD_INTEGER) return false;
if (GetAbsOrigin().z <= MIN_COORD_INTEGER) return false;
// speed
if (GetAbsVelocity().x >= 2000) return false;
if (GetAbsVelocity().y >= 2000) return false;
if (GetAbsVelocity().z >= 2000) return false;
if (GetAbsVelocity().x <= -2000) return false;
if (GetAbsVelocity().y <= -2000) return false;
if (GetAbsVelocity().z <= -2000) return false;
return true;
}
bool CBaseEntity::IsViewable( void )
{
if ( IsEffectActive( EF_NODRAW ) )
{
return false;
}
if (IsBSPModel())
{
if (GetMoveType() != MOVETYPE_NONE)
{
return true;
}
}
else if (GetModelIndex() != 0)
{
// check for total transparency???
return true;
}
return false;
}
int CBaseEntity::ShouldToggle( USE_TYPE useType, int currentState )
{
if ( useType != USE_TOGGLE && useType != USE_SET )
{
if ( (currentState && useType == USE_ON) || (!currentState && useType == USE_OFF) )
return 0;
}
return 1;
}
// NOTE: szName must be a pointer to constant memory, e.g. "NPC_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity *CBaseEntity::Create( const char *szName, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
{
CBaseEntity *pEntity = CreateNoSpawn( szName, vecOrigin, vecAngles, pOwner );
DispatchSpawn( pEntity );
return pEntity;
}
// NOTE: szName must be a pointer to constant memory, e.g. "NPC_class" because the entity
// will keep a pointer to it after this call.
CBaseEntity * CBaseEntity::CreateNoSpawn( const char *szName, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner )
{
CBaseEntity *pEntity = CreateEntityByName( szName );
if ( !pEntity )
{
Assert( !"CreateNoSpawn: only works for CBaseEntities" );
return NULL;
}
pEntity->SetLocalOrigin( vecOrigin );
pEntity->SetLocalAngles( vecAngles );
pEntity->SetOwnerEntity( pOwner );
gEntList.NotifyCreateEntity( pEntity );
return pEntity;
}
Vector CBaseEntity::GetSoundEmissionOrigin() const
{
return WorldSpaceCenter();
}
//-----------------------------------------------------------------------------
// Purpose: Saves the current object out to disk, by iterating through the objects
// data description hierarchy
// Input : &save - save buffer which the class data is written to
// Output : int - 0 if the save failed, 1 on success
//-----------------------------------------------------------------------------
int CBaseEntity::Save( ISave &save )
{
// loop through the data description list, saving each data desc block
int status = SaveDataDescBlock( save, GetDataDescMap() );
return status;
}
//-----------------------------------------------------------------------------
// Purpose: Recursively saves all the classes in an object, in reverse order (top down)
// Output : int 0 on failure, 1 on success
//-----------------------------------------------------------------------------
int CBaseEntity::SaveDataDescBlock( ISave &save, datamap_t *dmap )
{
return save.WriteAll( this, dmap );
}
//-----------------------------------------------------------------------------
// Purpose: Restores the current object from disk, by iterating through the objects
// data description hierarchy
// Input : &restore - restore buffer which the class data is read from
// Output : int - 0 if the restore failed, 1 on success
//-----------------------------------------------------------------------------
int CBaseEntity::Restore( IRestore &restore )
{
// This is essential to getting the spatial partition info correct
CollisionProp()->DestroyPartitionHandle();
// loops through the data description list, restoring each data desc block in order
int status = RestoreDataDescBlock( restore, GetDataDescMap() );
// ---------------------------------------------------------------
// HACKHACK: We don't know the space of these vectors until now
// if they are worldspace, fix them up.
// ---------------------------------------------------------------
{
CGameSaveRestoreInfo *pGameInfo = restore.GetGameSaveRestoreInfo();
Vector parentSpaceOffset = pGameInfo->modelSpaceOffset;
if ( !GetParent() )
{
// parent is the world, so parent space is worldspace
// so update with the worldspace leveltransition transform
parentSpaceOffset += pGameInfo->GetLandmark();
}
// NOTE: Do *not* use GetAbsOrigin() here because it will
// try to recompute m_rgflCoordinateFrame!
MatrixSetColumn( m_vecAbsOrigin, 3, m_rgflCoordinateFrame );
m_vecOrigin += parentSpaceOffset;
}
// Gotta do this after the coordframe is set up as it depends on it.
// By definition, the surrounding bounds are dirty
// Also, twiddling with the flags here ensures it gets added to the KD tree dirty list
// (We don't want to use the saved version of this flag)
RemoveEFlags( EFL_DIRTY_SPATIAL_PARTITION );
CollisionProp()->MarkSurroundingBoundsDirty();
if ( edict() && GetModelIndex() != 0 && GetModelName() != NULL_STRING && restore.GetPrecacheMode() )
{
PrecacheModel( STRING( GetModelName() ) );
//Adrian: We should only need to do this after we precache. No point in setting the model again.
SetModelIndex( modelinfo->GetModelIndex( STRING(GetModelName() ) ) );
}
// Restablish ground entity
if ( m_hGroundEntity != NULL )
{
m_hGroundEntity->AddEntityToGroundList( this );
}
return status;
}
//-----------------------------------------------------------------------------
// handler to do stuff before you are saved
//-----------------------------------------------------------------------------
void CBaseEntity::OnSave( IEntitySaveUtils *pUtils )
{
// Here, we must force recomputation of all abs data so it gets saved correctly
// We can't leave the dirty bits set because the loader can't cope with it.
CalcAbsolutePosition();
CalcAbsoluteVelocity();
}
//-----------------------------------------------------------------------------
// handler to do stuff after you are restored
//-----------------------------------------------------------------------------
void CBaseEntity::OnRestore()
{
#if defined( PORTAL ) || defined( HL2_EPISODIC ) || defined ( HL2_DLL ) || defined( HL2_LOSTCOAST )
// We had a short period during the 2013 beta where the FL_* flags had a bogus value near the top, so detect
// these bad saves and just give up. Only saves from the short beta period should have been effected.
if ( GetFlags() & FL_FAKECLIENT )
{
char szMsg[256];
V_snprintf( szMsg, sizeof(szMsg), "\nInvalid save, unable to load. Please run \"map %s\" to restart this level manually\n\n", gpGlobals->mapname.ToCStr() );
Msg( "%s", szMsg );
engine->ServerCommand("wait;wait;disconnect;showconsole\n");
}
#endif
SimThink_EntityChanged( this );
// touchlinks get recomputed
if ( IsEFlagSet( EFL_CHECK_UNTOUCH ) )
{
RemoveEFlags( EFL_CHECK_UNTOUCH );
SetCheckUntouch( true );
}
// disable touch functions while we recreate the touch links between entities
// NOTE: We don't do this on transitions, because we'd miss the OnStartTouch call!
#if !defined(HL2_DLL) || ( defined(HL2_DLL) && defined(HL2_EPISODIC) )
CBaseEntity::sm_bDisableTouchFuncs = ( gpGlobals->eLoadType != MapLoad_Transition );
PhysicsTouchTriggers();
CBaseEntity::sm_bDisableTouchFuncs = false;
#endif // HL2_EPISODIC
//Adrian: If I'm restoring with these fields it means I've become a client side ragdoll.
//Don't create another one, just wait until is my time of being removed.
if ( GetFlags() & FL_TRANSRAGDOLL )
{
m_nRenderFX = kRenderFxNone;
AddEffects( EF_NODRAW );
RemoveFlag( FL_DISSOLVING | FL_ONFIRE );
}
if ( m_pParent )
{
CBaseEntity *pChild = m_pParent->FirstMoveChild();
while ( pChild )
{
if ( pChild == this )
break;
pChild = pChild->NextMovePeer();
}
if ( pChild != this )
{
#if _DEBUG
// generally this means you've got something marked FCAP_DONT_SAVE
// in a hierarchy. That's probably ok given this fixup, but the hierarhcy
// linked list is just saved/loaded in-place
Warning("Fixing up parent on %s\n", GetClassname() );
#endif
// We only need to be back in the parent's list because we're already in the right place and with the right data
LinkChild( m_pParent, this );
}
}
// We're not save/loading the PVS dirty state. Assume everything is dirty after a restore
NetworkProp()->MarkPVSInformationDirty();
}
//-----------------------------------------------------------------------------
// Purpose: Recursively restores all the classes in an object, in reverse order (top down)
// Output : int 0 on failure, 1 on success
//-----------------------------------------------------------------------------
int CBaseEntity::RestoreDataDescBlock( IRestore &restore, datamap_t *dmap )
{
return restore.ReadAll( this, dmap );
}
//-----------------------------------------------------------------------------
bool CBaseEntity::ShouldSavePhysics()
{
return true;
}
//-----------------------------------------------------------------------------
#include "tier0/memdbgoff.h"
//-----------------------------------------------------------------------------
// CBaseEntity new/delete
// allocates and frees memory for itself from the engine->
// All fields in the object are all initialized to 0.
//-----------------------------------------------------------------------------
void *CBaseEntity::operator new( size_t stAllocateBlock )
{
// call into engine to get memory
Assert( stAllocateBlock != 0 );
return engine->PvAllocEntPrivateData(stAllocateBlock);
};
void *CBaseEntity::operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine )
{
// call into engine to get memory
Assert( stAllocateBlock != 0 );
return engine->PvAllocEntPrivateData(stAllocateBlock);
}
void CBaseEntity::operator delete( void *pMem )
{
// get the engine to free the memory
engine->FreeEntPrivateData( pMem );
}
#include "tier0/memdbgon.h"
#ifdef _DEBUG
void CBaseEntity::FunctionCheck( void *pFunction, const char *name )
{
#ifdef USES_SAVERESTORE
// Note, if you crash here and your class is using multiple inheritance, it is
// probably the case that CBaseEntity (or a descendant) is not the first
// class in your list of ancestors, which it must be.
if (pFunction && !UTIL_FunctionToName( GetDataDescMap(), (inputfunc_t *)pFunction ) )
{
Warning( "FUNCTION NOT IN TABLE!: %s:%s (%08lx)\n", STRING(m_iClassname), name, (unsigned long)pFunction );
Assert(0);
}
#endif
}
#endif
bool CBaseEntity::TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace )
{
return false;
}
//-----------------------------------------------------------------------------
// Perform hitbox test, returns true *if hitboxes were tested at all*!!
//-----------------------------------------------------------------------------
bool CBaseEntity::TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr )
{
return false;
}
void CBaseEntity::SetOwnerEntity( CBaseEntity* pOwner )
{
if ( m_hOwnerEntity.Get() != pOwner )
{
m_hOwnerEntity = pOwner;
CollisionRulesChanged();
}
}
void CBaseEntity::SetMoveType( MoveType_t val, MoveCollide_t moveCollide )
{
#ifdef _DEBUG
// Make sure the move type + move collide are compatible...
if ((val != MOVETYPE_FLY) && (val != MOVETYPE_FLYGRAVITY))
{
Assert( moveCollide == MOVECOLLIDE_DEFAULT );
}
if ( m_MoveType == MOVETYPE_VPHYSICS && val != m_MoveType )
{
if ( VPhysicsGetObject() && val != MOVETYPE_NONE )
{
// What am I supposed to do with the physics object if
// you're changing away from MOVETYPE_VPHYSICS without making the object
// shadow? This isn't likely to work, assert.
// You probably meant to call VPhysicsInitShadow() instead of VPhysicsInitNormal()!
Assert( VPhysicsGetObject()->GetShadowController() );
}
}
#endif
if ( m_MoveType == val )
{
m_MoveCollide = moveCollide;
return;
}
// This is needed to the removal of MOVETYPE_FOLLOW:
// We can't transition from follow to a different movetype directly
// or the leaf code will break.
Assert( !IsEffectActive( EF_BONEMERGE ) );
m_MoveType = val;
m_MoveCollide = moveCollide;
CollisionRulesChanged();
switch( m_MoveType )
{
case MOVETYPE_WALK:
{
SetSimulatedEveryTick( true );
SetAnimatedEveryTick( true );
}
break;
case MOVETYPE_STEP:
{
// This will probably go away once I remove the cvar that controls the test code
SetSimulatedEveryTick( g_bTestMoveTypeStepSimulation ? true : false );
SetAnimatedEveryTick( false );
}
break;
case MOVETYPE_FLY:
case MOVETYPE_FLYGRAVITY:
{
// Initialize our water state, because these movetypes care about transitions in/out of water
UpdateWaterState();
}
break;
default:
{
SetSimulatedEveryTick( true );
SetAnimatedEveryTick( false );
}
}
// This will probably go away or be handled in a better way once I remove the cvar that controls the test code
CheckStepSimulationChanged();
CheckHasGamePhysicsSimulation();
}
void CBaseEntity::Spawn( void )
{
}
CBaseEntity* CBaseEntity::Instance( const CBaseHandle &hEnt )
{
return gEntList.GetBaseEntity( hEnt );
}
int CBaseEntity::GetTransmitState( void )
{
edict_t *ed = edict();
if ( !ed )
return 0;
return ed->m_fStateFlags;
}
int CBaseEntity::SetTransmitState( int nFlag)
{
edict_t *ed = edict();
if ( !ed )
return 0;
// clear current flags = check ShouldTransmit()
ed->ClearTransmitState();
int oldFlags = ed->m_fStateFlags;
ed->m_fStateFlags |= nFlag;
// Tell the engine (used for a network backdoor optimization).
if ( (oldFlags & FL_EDICT_DONTSEND) != (ed->m_fStateFlags & FL_EDICT_DONTSEND) )
engine->NotifyEdictFlagsChange( entindex() );
return ed->m_fStateFlags;
}
int CBaseEntity::UpdateTransmitState()
{
// If you get this assert, you should be calling DispatchUpdateTransmitState
// instead of UpdateTransmitState.
Assert( g_nInsideDispatchUpdateTransmitState > 0 );
// If an object is the moveparent of something else, don't skip it just because it's marked EF_NODRAW or else
// the client won't have a proper origin for the child since the hierarchy won't be correctly transmitted down
if ( IsEffectActive( EF_NODRAW ) &&
!m_hMoveChild.Get() )
{
return SetTransmitState( FL_EDICT_DONTSEND );
}
if ( !IsEFlagSet( EFL_FORCE_CHECK_TRANSMIT ) )
{
if ( !GetModelIndex() || !GetModelName() )
{
return SetTransmitState( FL_EDICT_DONTSEND );
}
}
// Always send the world
if ( GetModelIndex() == 1 )
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
if ( IsEFlagSet( EFL_IN_SKYBOX ) )
{
return SetTransmitState( FL_EDICT_ALWAYS );
}
// by default cull against PVS
return SetTransmitState( FL_EDICT_PVSCHECK );
}
int CBaseEntity::DispatchUpdateTransmitState()
{
edict_t *ed = edict();
if ( m_nTransmitStateOwnedCounter != 0 )
return ed ? ed->m_fStateFlags : 0;
g_nInsideDispatchUpdateTransmitState++;
int ret = UpdateTransmitState();
g_nInsideDispatchUpdateTransmitState--;
return ret;
}
//-----------------------------------------------------------------------------
// Purpose: Note, an entity can override the send table ( e.g., to send less data or to send minimal data for
// objects ( prob. players ) that are not in the pvs.
// Input : **ppSendTable -
// *recipient -
// *pvs -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
int CBaseEntity::ShouldTransmit( const CCheckTransmitInfo *pInfo )
{
int fFlags = DispatchUpdateTransmitState();
if ( fFlags & FL_EDICT_PVSCHECK )
{
return FL_EDICT_PVSCHECK;
}
else if ( fFlags & FL_EDICT_ALWAYS )
{
return FL_EDICT_ALWAYS;
}
else if ( fFlags & FL_EDICT_DONTSEND )
{
return FL_EDICT_DONTSEND;
}
// if ( IsToolRecording() )
// {
// return FL_EDICT_ALWAYS;
// }
CBaseEntity *pRecipientEntity = CBaseEntity::Instance( pInfo->m_pClientEnt );
Assert( pRecipientEntity->IsPlayer() );
CBasePlayer *pRecipientPlayer = static_cast<CBasePlayer*>( pRecipientEntity );
// FIXME: Refactor once notion of "team" is moved into HL2 code
// Team rules may tell us that we should
if ( pRecipientPlayer->GetTeam() )
{
if ( pRecipientPlayer->GetTeam()->ShouldTransmitToPlayer( pRecipientPlayer, this ))
return FL_EDICT_ALWAYS;
}
/*#ifdef INVASION_DLL
// Check test network vis distance stuff. Eventually network LOD will do this.
float flTestDistSqr = pRecipientEntity->GetAbsOrigin().DistToSqr( WorldSpaceCenter() );
if ( flTestDistSqr > sv_netvisdist.GetFloat() * sv_netvisdist.GetFloat() )
return TRANSMIT_NO; // TODO doesn't work with HLTV
#endif*/
// by default do a PVS check
return FL_EDICT_PVSCHECK;
}
//-----------------------------------------------------------------------------
// Rules about which entities need to transmit along with me
//-----------------------------------------------------------------------------
void CBaseEntity::SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways )
{
int index = entindex();
// Are we already marked for transmission?
if ( pInfo->m_pTransmitEdict->Get( index ) )
return;
CServerNetworkProperty *pNetworkParent = NetworkProp()->GetNetworkParent();
pInfo->m_pTransmitEdict->Set( index );
// HLTV/Replay need to know if this entity is culled by PVS limits
if ( pInfo->m_pTransmitAlways )
{
// in HLTV/Replay mode always transmit entitys with move-parents
// HLTV/Replay can't resolve the mode-parents relationships
if ( bAlways || pNetworkParent )
{
// tell HLTV/Replay that this entity is always transmitted
pInfo->m_pTransmitAlways->Set( index );
}
else
{
// HLTV/Replay will PVS cull this entity, so update the
// node/cluster infos if necessary
m_Network.RecomputePVSInformation();
}
}
// Force our aiment and move parent to be sent.
if ( pNetworkParent )
{
CBaseEntity *pMoveParent = pNetworkParent->GetBaseEntity();
pMoveParent->SetTransmit( pInfo, bAlways );
}
}
//-----------------------------------------------------------------------------
// Returns which skybox the entity is in
//-----------------------------------------------------------------------------
CSkyCamera *CBaseEntity::GetEntitySkybox()
{
int area = engine->GetArea( WorldSpaceCenter() );
CSkyCamera *pCur = GetSkyCameraList();
while ( pCur )
{
if ( engine->CheckAreasConnected( area, pCur->m_skyboxData.area ) )
return pCur;
pCur = pCur->m_pNext;
}
return NULL;
}
bool CBaseEntity::DetectInSkybox()
{
if ( GetEntitySkybox() != NULL )
{
AddEFlags( EFL_IN_SKYBOX );
return true;
}
RemoveEFlags( EFL_IN_SKYBOX );
return false;
}
//------------------------------------------------------------------------------
// Computes a world-aligned bounding box that surrounds everything in the entity
//------------------------------------------------------------------------------
void CBaseEntity::ComputeWorldSpaceSurroundingBox( Vector *pMins, Vector *pMaxs )
{
// Should never get here.. only use USE_GAME_CODE with bounding boxes
// if you have an implementation for this method
Assert( 0 );
}
//------------------------------------------------------------------------------
// Purpose : If name exists returns name, otherwise returns classname
// Input :
// Output :
//------------------------------------------------------------------------------
const char *CBaseEntity::GetDebugName(void)
{
if ( this == NULL )
return "<<null>>";
if ( m_iName != NULL_STRING )
{
return STRING(m_iName);
}
else
{
return STRING(m_iClassname);
}
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseEntity::DrawInputOverlay(const char *szInputName, CBaseEntity *pCaller, variant_t Value)
{
char bigstring[1024];
if ( Value.FieldType() == FIELD_INTEGER )
{
Q_snprintf( bigstring,sizeof(bigstring), "%3.1f (%s,%d) <-- (%s)\n", gpGlobals->curtime, szInputName, Value.Int(), pCaller ? pCaller->GetDebugName() : NULL);
}
else if ( Value.FieldType() == FIELD_STRING )
{
Q_snprintf( bigstring,sizeof(bigstring), "%3.1f (%s,%s) <-- (%s)\n", gpGlobals->curtime, szInputName, Value.String(), pCaller ? pCaller->GetDebugName() : NULL);
}
else
{
Q_snprintf( bigstring,sizeof(bigstring), "%3.1f (%s) <-- (%s)\n", gpGlobals->curtime, szInputName, pCaller ? pCaller->GetDebugName() : NULL);
}
AddTimedOverlay(bigstring, 10.0);
if ( Value.FieldType() == FIELD_INTEGER )
{
DevMsg( 2, "input: (%s,%d) -> (%s,%s), from (%s)\n", szInputName, Value.Int(), STRING(m_iClassname), GetDebugName(), pCaller ? pCaller->GetDebugName() : NULL);
}
else if ( Value.FieldType() == FIELD_STRING )
{
DevMsg( 2, "input: (%s,%s) -> (%s,%s), from (%s)\n", szInputName, Value.String(), STRING(m_iClassname), GetDebugName(), pCaller ? pCaller->GetDebugName() : NULL);
}
else
DevMsg( 2, "input: (%s) -> (%s,%s), from (%s)\n", szInputName, STRING(m_iClassname), GetDebugName(), pCaller ? pCaller->GetDebugName() : NULL);
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseEntity::DrawOutputOverlay(CEventAction *ev)
{
// Print to entity
char bigstring[1024];
if ( ev->m_flDelay )
{
Q_snprintf( bigstring,sizeof(bigstring), "%3.1f (%s) --> (%s),%.1f) \n", gpGlobals->curtime, STRING(ev->m_iTargetInput), STRING(ev->m_iTarget), ev->m_flDelay);
}
else
{
Q_snprintf( bigstring,sizeof(bigstring), "%3.1f (%s) --> (%s)\n", gpGlobals->curtime, STRING(ev->m_iTargetInput), STRING(ev->m_iTarget));
}
AddTimedOverlay(bigstring, 10.0);
// Now print to the console
if ( ev->m_flDelay )
{
DevMsg( 2, "output: (%s,%s) -> (%s,%s,%.1f)\n", STRING(m_iClassname), GetDebugName(), STRING(ev->m_iTarget), STRING(ev->m_iTargetInput), ev->m_flDelay );
}
else
{
DevMsg( 2, "output: (%s,%s) -> (%s,%s)\n", STRING(m_iClassname), GetDebugName(), STRING(ev->m_iTarget), STRING(ev->m_iTargetInput) );
}
}
//-----------------------------------------------------------------------------
// Entity events... these are events targetted to a particular entity
// Each event defines its own well-defined event data structure
//-----------------------------------------------------------------------------
void CBaseEntity::OnEntityEvent( EntityEvent_t event, void *pEventData )
{
switch( event )
{
case ENTITY_EVENT_WATER_TOUCH:
{
int nContents = (int)pEventData;
if ( !nContents || (nContents & CONTENTS_WATER) )
{
++m_nWaterTouch;
}
if ( nContents & CONTENTS_SLIME )
{
++m_nSlimeTouch;
}
}
break;
case ENTITY_EVENT_WATER_UNTOUCH:
{
int nContents = (int)pEventData;
if ( !nContents || (nContents & CONTENTS_WATER) )
{
--m_nWaterTouch;
}
if ( nContents & CONTENTS_SLIME )
{
--m_nSlimeTouch;
}
}
break;
default:
return;
}
// Only do this for vphysics objects
if ( GetMoveType() != MOVETYPE_VPHYSICS )
return;
int nNewContents = 0;
if ( m_nWaterTouch > 0 )
{
nNewContents |= CONTENTS_WATER;
}
if ( m_nSlimeTouch > 0 )
{
nNewContents |= CONTENTS_SLIME;
}
if (( nNewContents & MASK_WATER ) == 0)
{
SetWaterLevel( 0 );
SetWaterType( CONTENTS_EMPTY );
return;
}
SetWaterLevel( 1 );
SetWaterType( nNewContents );
}
ConVar ent_messages_draw( "ent_messages_draw", "0", FCVAR_CHEAT, "Visualizes all entity input/output activity." );
//-----------------------------------------------------------------------------
// Purpose: calls the appropriate message mapped function in the entity according
// to the fired action.
// Input : char *szInputName - input destination
// *pActivator - entity which initiated this sequence of actions
// *pCaller - entity from which this event is sent
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::AcceptInput( const char *szInputName, CBaseEntity *pActivator, CBaseEntity *pCaller, variant_t Value, int outputID )
{
if ( ent_messages_draw.GetBool() )
{
if ( pCaller != NULL )
{
NDebugOverlay::Line( pCaller->GetAbsOrigin(), GetAbsOrigin(), 255, 255, 255, false, 3 );
NDebugOverlay::Box( pCaller->GetAbsOrigin(), Vector(-4, -4, -4), Vector(4, 4, 4), 255, 0, 0, 0, 3 );
}
NDebugOverlay::Text( GetAbsOrigin(), szInputName, false, 3 );
NDebugOverlay::Box( GetAbsOrigin(), Vector(-4, -4, -4), Vector(4, 4, 4), 0, 255, 0, 0, 3 );
}
// loop through the data description list, restoring each data desc block
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the actions in the data description, looking for a match
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
if ( dmap->dataDesc[i].flags & FTYPEDESC_INPUT )
{
if ( !Q_stricmp(dmap->dataDesc[i].externalName, szInputName) )
{
// found a match
char szBuffer[256];
// mapper debug message
if (pCaller != NULL)
{
Q_snprintf( szBuffer, sizeof(szBuffer), "(%0.2f) input %s: %s.%s(%s)\n", gpGlobals->curtime, STRING(pCaller->m_iName), GetDebugName(), szInputName, Value.String() );
}
else
{
Q_snprintf( szBuffer, sizeof(szBuffer), "(%0.2f) input <NULL>: %s.%s(%s)\n", gpGlobals->curtime, GetDebugName(), szInputName, Value.String() );
}
DevMsg( 2, "%s", szBuffer );
ADD_DEBUG_HISTORY( HISTORY_ENTITY_IO, szBuffer );
if (m_debugOverlays & OVERLAY_MESSAGE_BIT)
{
DrawInputOverlay(szInputName,pCaller,Value);
}
// convert the value if necessary
if ( Value.FieldType() != dmap->dataDesc[i].fieldType )
{
if ( !(Value.FieldType() == FIELD_VOID && dmap->dataDesc[i].fieldType == FIELD_STRING) ) // allow empty strings
{
if ( !Value.Convert( (fieldtype_t)dmap->dataDesc[i].fieldType ) )
{
// bad conversion
Warning( "!! ERROR: bad input/output link:\n!! %s(%s,%s) doesn't match type from %s(%s)\n",
STRING(m_iClassname), GetDebugName(), szInputName,
( pCaller != NULL ) ? STRING(pCaller->m_iClassname) : "<null>",
( pCaller != NULL ) ? STRING(pCaller->m_iName) : "<null>" );
return false;
}
}
}
// call the input handler, or if there is none just set the value
inputfunc_t pfnInput = dmap->dataDesc[i].inputFunc;
if ( pfnInput )
{
// Package the data into a struct for passing to the input handler.
inputdata_t data;
data.pActivator = pActivator;
data.pCaller = pCaller;
data.value = Value;
data.nOutputID = outputID;
(this->*pfnInput)( data );
}
else if ( dmap->dataDesc[i].flags & FTYPEDESC_KEY )
{
// set the value directly
Value.SetOther( ((char*)this) + dmap->dataDesc[i].fieldOffset[ TD_OFFSET_NORMAL ]);
// TODO: if this becomes evil and causes too many full entity updates, then we should make
// a macro like this:
//
// define MAKE_INPUTVAR(x) void Note##x##Modified() { x.GetForModify(); }
//
// Then the datadesc points at that function and we call it here. The only pain is to add
// that function for all the DEFINE_INPUT calls.
NetworkStateChanged();
}
return true;
}
}
}
}
DevMsg( 2, "unhandled input: (%s) -> (%s,%s)\n", szInputName, STRING(m_iClassname), GetDebugName()/*,", from (%s,%s)" STRING(pCaller->m_iClassname), STRING(pCaller->m_iName)*/ );
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for the entity alpha.
// Input : nAlpha - Alpha value (0 - 255).
//-----------------------------------------------------------------------------
void CBaseEntity::InputAlpha( inputdata_t &inputdata )
{
SetRenderColorA( clamp( inputdata.value.Int(), 0, 255 ) );
}
//-----------------------------------------------------------------------------
// Activate alternative sorting
//-----------------------------------------------------------------------------
void CBaseEntity::InputAlternativeSorting( inputdata_t &inputdata )
{
m_bAlternateSorting = inputdata.value.Bool();
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for the entity color. Ignores alpha since that is handled
// by a separate input handler.
// Input : Color32 new value for color (alpha is ignored).
//-----------------------------------------------------------------------------
void CBaseEntity::InputColor( inputdata_t &inputdata )
{
color32 clr = inputdata.value.Color32();
SetRenderColor( clr.r, clr.g, clr.b );
}
//-----------------------------------------------------------------------------
// Purpose: Called whenever the entity is 'Used'. This can be when a player hits
// use, or when an entity targets it without an output name (legacy entities)
//-----------------------------------------------------------------------------
void CBaseEntity::InputUse( inputdata_t &inputdata )
{
Use( inputdata.pActivator, inputdata.pCaller, (USE_TYPE)inputdata.nOutputID, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Reads an output variable, by string name, from an entity
// Input : char *varName - the string name of the variable
// variant_t *var - the value is stored here
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBaseEntity::ReadKeyField( const char *varName, variant_t *var )
{
if ( !varName )
return false;
// loop through the data description list, restoring each data desc block
for ( datamap_t *dmap = GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the readable fields in the data description, looking for a match
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
if ( dmap->dataDesc[i].flags & (FTYPEDESC_OUTPUT | FTYPEDESC_KEY) )
{
if ( !Q_stricmp(dmap->dataDesc[i].externalName, varName) )
{
var->Set( dmap->dataDesc[i].fieldType, ((char*)this) + dmap->dataDesc[i].fieldOffset[ TD_OFFSET_NORMAL ] );
return true;
}
}
}
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose: Sets the damage filter on the object
//-----------------------------------------------------------------------------
void CBaseEntity::InputEnableDamageForces( inputdata_t &inputdata )
{
RemoveEFlags( EFL_NO_DAMAGE_FORCES );
}
void CBaseEntity::InputDisableDamageForces( inputdata_t &inputdata )
{
AddEFlags( EFL_NO_DAMAGE_FORCES );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the damage filter on the object
//-----------------------------------------------------------------------------
void CBaseEntity::InputSetDamageFilter( inputdata_t &inputdata )
{
// Get a handle to my damage filter entity if there is one.
m_iszDamageFilterName = inputdata.value.StringID();
if ( m_iszDamageFilterName != NULL_STRING )
{
m_hDamageFilter = gEntList.FindEntityByName( NULL, m_iszDamageFilterName );
}
else
{
m_hDamageFilter = NULL;
}
}
//-----------------------------------------------------------------------------
// Purpose: Dispatch effects on this entity
//-----------------------------------------------------------------------------
void CBaseEntity::InputDispatchEffect( inputdata_t &inputdata )
{
const char *sEffect = inputdata.value.String();
if ( sEffect && sEffect[0] )
{
CEffectData data;
GetInputDispatchEffectPosition( sEffect, data.m_vOrigin, data.m_vAngles );
AngleVectors( data.m_vAngles, &data.m_vNormal );
data.m_vStart = data.m_vOrigin;
data.m_nEntIndex = entindex();
// Clip off leading attachment point numbers
while ( sEffect[0] >= '0' && sEffect[0] <= '9' )
{
sEffect++;
}
DispatchEffect( sEffect, data );
}
}
//-----------------------------------------------------------------------------
// Purpose: Returns the origin at which to play an inputted dispatcheffect
//-----------------------------------------------------------------------------
void CBaseEntity::GetInputDispatchEffectPosition( const char *sInputString, Vector &pOrigin, QAngle &pAngles )
{
pOrigin = GetAbsOrigin();
pAngles = GetAbsAngles();
}
//-----------------------------------------------------------------------------
// Purpose: Marks the entity for deletion
//-----------------------------------------------------------------------------
void CBaseEntity::InputKill( inputdata_t &inputdata )
{
// tell owner ( if any ) that we're dead.This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->DeathNotice( this );
SetOwnerEntity( NULL );
}
UTIL_Remove( this );
}
void CBaseEntity::InputKillHierarchy( inputdata_t &inputdata )
{
CBaseEntity *pChild, *pNext;
for ( pChild = FirstMoveChild(); pChild; pChild = pNext )
{
pNext = pChild->NextMovePeer();
pChild->InputKillHierarchy( inputdata );
}
// tell owner ( if any ) that we're dead. This is mostly for NPCMaker functionality.
CBaseEntity *pOwner = GetOwnerEntity();
if ( pOwner )
{
pOwner->DeathNotice( this );
SetOwnerEntity( NULL );
}
UTIL_Remove( this );
}
//------------------------------------------------------------------------------
// Purpose: Input handler for changing this entity's movement parent.
//------------------------------------------------------------------------------
void CBaseEntity::InputSetParent( inputdata_t &inputdata )
{
// If we had a parent attachment, clear it, because it's no longer valid.
if ( m_iParentAttachment )
{
m_iParentAttachment = 0;
}
SetParent( inputdata.value.StringID(), inputdata.pActivator );
}
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CBaseEntity::SetParentAttachment( const char *szInputName, const char *szAttachment, bool bMaintainOffset )
{
// Must have a parent
if ( !m_pParent )
{
Warning("ERROR: Tried to %s for entity %s (%s), but it has no parent.\n", szInputName, GetClassname(), GetDebugName() );
return;
}
// Valid only on CBaseAnimating
CBaseAnimating *pAnimating = m_pParent->GetBaseAnimating();
if ( !pAnimating )
{
Warning("ERROR: Tried to %s for entity %s (%s), but its parent has no model.\n", szInputName, GetClassname(), GetDebugName() );
return;
}
// Lookup the attachment
int iAttachment = pAnimating->LookupAttachment( szAttachment );
if ( iAttachment <= 0 )
{
Warning("ERROR: Tried to %s for entity %s (%s), but it has no attachment named %s.\n", szInputName, GetClassname(), GetDebugName(), szAttachment );
return;
}
m_iParentAttachment = iAttachment;
SetParent( m_pParent, m_iParentAttachment );
// Now move myself directly onto the attachment point
SetMoveType( MOVETYPE_NONE );
if ( !bMaintainOffset )
{
SetLocalOrigin( vec3_origin );
SetLocalAngles( vec3_angle );
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing this entity's movement parent's attachment point
//-----------------------------------------------------------------------------
void CBaseEntity::InputSetParentAttachment( inputdata_t &inputdata )
{
SetParentAttachment( "SetParentAttachment", inputdata.value.String(), false );
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for changing this entity's movement parent's attachment point
//-----------------------------------------------------------------------------
void CBaseEntity::InputSetParentAttachmentMaintainOffset( inputdata_t &inputdata )
{
SetParentAttachment( "SetParentAttachmentMaintainOffset", inputdata.value.String(), true );
}
//------------------------------------------------------------------------------
// Purpose: Input handler for clearing this entity's movement parent.
//------------------------------------------------------------------------------
void CBaseEntity::InputClearParent( inputdata_t &inputdata )
{
SetParent( NULL );
}
//------------------------------------------------------------------------------
// Purpose : Returns velcocity of base entity. If physically simulated gets
// velocity from physics object
// Input :
// Output :
//------------------------------------------------------------------------------
void CBaseEntity::GetVelocity(Vector *vVelocity, AngularImpulse *vAngVelocity)
{
if (GetMoveType()==MOVETYPE_VPHYSICS && m_pPhysicsObject)
{
m_pPhysicsObject->GetVelocity(vVelocity,vAngVelocity);
}
else
{
if (vVelocity != NULL)
{
*vVelocity = GetAbsVelocity();
}
if (vAngVelocity != NULL)
{
QAngle tmp = GetLocalAngularVelocity();
QAngleToAngularImpulse( tmp, *vAngVelocity );
}
}
}
bool CBaseEntity::IsMoving()
{
Vector velocity;
GetVelocity( &velocity, NULL );
return velocity != vec3_origin;
}
//-----------------------------------------------------------------------------
// Purpose: Retrieves the coordinate frame for this entity.
// Input : forward - Receives the entity's forward vector.
// right - Receives the entity's right vector.
// up - Receives the entity's up vector.
//-----------------------------------------------------------------------------
void CBaseEntity::GetVectors(Vector* pForward, Vector* pRight, Vector* pUp) const
{
// This call is necessary to cause m_rgflCoordinateFrame to be recomputed
const matrix3x4_t &entityToWorld = EntityToWorldTransform();
if (pForward != NULL)
{
MatrixGetColumn( entityToWorld, 0, *pForward );
}
if (pRight != NULL)
{
MatrixGetColumn( entityToWorld, 1, *pRight );
*pRight *= -1.0f;
}
if (pUp != NULL)
{
MatrixGetColumn( entityToWorld, 2, *pUp );
}
}
//-----------------------------------------------------------------------------
// Purpose: Sets the model, validates that it's of the appropriate type
// Input : *szModelName -
//-----------------------------------------------------------------------------
void CBaseEntity::SetModel( const char *szModelName )
{
int modelIndex = modelinfo->GetModelIndex( szModelName );
const model_t *model = modelinfo->GetModel( modelIndex );
if ( model && modelinfo->GetModelType( model ) != mod_brush )
{
Msg( "Setting CBaseEntity to non-brush model %s\n", szModelName );
}
UTIL_SetModel( this, szModelName );
}
//------------------------------------------------------------------------------
CStudioHdr *CBaseEntity::OnNewModel()
{
// Do nothing.
return NULL;
}
//================================================================================
// TEAM HANDLING
//================================================================================
void CBaseEntity::InputSetTeam( inputdata_t &inputdata )
{
ChangeTeam( inputdata.value.Int() );
}
//-----------------------------------------------------------------------------
// Purpose: Put the entity in the specified team
//-----------------------------------------------------------------------------
void CBaseEntity::ChangeTeam( int iTeamNum )
{
m_iTeamNum = iTeamNum;
}
//-----------------------------------------------------------------------------
// Get the Team this entity is on
//-----------------------------------------------------------------------------
CTeam *CBaseEntity::GetTeam( void ) const
{
return GetGlobalTeam( m_iTeamNum );
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if these players are both in at least one team together
//-----------------------------------------------------------------------------
bool CBaseEntity::InSameTeam( const CBaseEntity *pEntity ) const
{
if ( !pEntity )
return false;
return ( pEntity->GetTeam() == GetTeam() );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the string name of the players team
//-----------------------------------------------------------------------------
const char *CBaseEntity::TeamID( void ) const
{
if ( GetTeam() == NULL )
return "";
return GetTeam()->GetName();
}
//-----------------------------------------------------------------------------
// Purpose: Returns true if the player is on the same team
//-----------------------------------------------------------------------------
bool CBaseEntity::IsInTeam( CTeam *pTeam ) const
{
return ( GetTeam() == pTeam );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int CBaseEntity::GetTeamNumber( void ) const
{
return m_iTeamNum;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::IsInAnyTeam( void ) const
{
return ( GetTeam() != NULL );
}
//-----------------------------------------------------------------------------
// Purpose: Returns the type of damage that this entity inflicts.
//-----------------------------------------------------------------------------
int CBaseEntity::GetDamageType() const
{
return DMG_GENERIC;
}
//-----------------------------------------------------------------------------
// process notification
//-----------------------------------------------------------------------------
void CBaseEntity::NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params )
{
}
//-----------------------------------------------------------------------------
// Purpose: Holds an entity's previous abs origin and angles at the time of
// teleportation. Used for child & constrained entity fixup to prevent
// lazy updates of abs origins and angles from messing things up.
//-----------------------------------------------------------------------------
struct TeleportListEntry_t
{
CBaseEntity *pEntity;
Vector prevAbsOrigin;
QAngle prevAbsAngles;
};
static void TeleportEntity( CBaseEntity *pSourceEntity, TeleportListEntry_t &entry, const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
CBaseEntity *pTeleport = entry.pEntity;
Vector prevOrigin = entry.prevAbsOrigin;
QAngle prevAngles = entry.prevAbsAngles;
int nSolidFlags = pTeleport->GetSolidFlags();
pTeleport->AddSolidFlags( FSOLID_NOT_SOLID );
// I'm teleporting myself
if ( pSourceEntity == pTeleport )
{
if ( newAngles )
{
pTeleport->SetLocalAngles( *newAngles );
if ( pTeleport->IsPlayer() )
{
CBasePlayer *pPlayer = (CBasePlayer *)pTeleport;
pPlayer->SnapEyeAngles( *newAngles );
}
}
if ( newVelocity )
{
pTeleport->SetAbsVelocity( *newVelocity );
pTeleport->SetBaseVelocity( vec3_origin );
}
if ( newPosition )
{
pTeleport->IncrementInterpolationFrame();
UTIL_SetOrigin( pTeleport, *newPosition );
}
}
else
{
// My parent is teleporting, just update my position & physics
pTeleport->CalcAbsolutePosition();
}
IPhysicsObject *pPhys = pTeleport->VPhysicsGetObject();
bool rotatePhysics = false;
// handle physics objects / shadows
if ( pPhys )
{
if ( newVelocity )
{
pPhys->SetVelocity( newVelocity, NULL );
}
const QAngle *rotAngles = &pTeleport->GetAbsAngles();
// don't rotate physics on players or bbox entities
if (pTeleport->IsPlayer() || pTeleport->GetSolid() == SOLID_BBOX )
{
rotAngles = &vec3_angle;
}
else
{
rotatePhysics = true;
}
pPhys->SetPosition( pTeleport->GetAbsOrigin(), *rotAngles, true );
}
g_pNotify->ReportTeleportEvent( pTeleport, prevOrigin, prevAngles, rotatePhysics );
pTeleport->SetSolidFlags( nSolidFlags );
}
//-----------------------------------------------------------------------------
// Purpose: Recurses an entity hierarchy and fills out a list of all entities
// in the hierarchy with their current origins and angles.
//
// This list is necessary to keep lazy updates of abs origins and angles
// from messing up our child/constrained entity fixup.
//-----------------------------------------------------------------------------
static void BuildTeleportList_r( CBaseEntity *pTeleport, CUtlVector<TeleportListEntry_t> &teleportList )
{
TeleportListEntry_t entry;
entry.pEntity = pTeleport;
entry.prevAbsOrigin = pTeleport->GetAbsOrigin();
entry.prevAbsAngles = pTeleport->GetAbsAngles();
teleportList.AddToTail( entry );
CBaseEntity *pList = pTeleport->FirstMoveChild();
while ( pList )
{
BuildTeleportList_r( pList, teleportList );
pList = pList->NextMovePeer();
}
}
static CUtlVector<CBaseEntity *> g_TeleportStack;
void CBaseEntity::Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity )
{
if ( g_TeleportStack.Find( this ) >= 0 )
return;
int index = g_TeleportStack.AddToTail( this );
CUtlVector<TeleportListEntry_t> teleportList;
BuildTeleportList_r( this, teleportList );
int i;
for ( i = 0; i < teleportList.Count(); i++)
{
TeleportEntity( this, teleportList[i], newPosition, newAngles, newVelocity );
}
for (i = 0; i < teleportList.Count(); i++)
{
teleportList[i].pEntity->CollisionRulesChanged();
}
if ( IsPlayer() )
{
// Tell the client being teleported
IGameEvent *event = gameeventmanager->CreateEvent( "base_player_teleported" );
if ( event )
{
event->SetInt( "entindex", entindex() );
gameeventmanager->FireEventClientSide( event );
}
}
Assert( g_TeleportStack[index] == this );
g_TeleportStack.FastRemove( index );
// FIXME: add an initializer function to StepSimulationData
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
if (step)
{
Q_memset( step, 0, sizeof( *step ) );
}
}
// Stuff implemented for weapon prediction code
void CBaseEntity::SetSize( const Vector &vecMin, const Vector &vecMax )
{
UTIL_SetSize( this, vecMin, vecMax );
}
CStudioHdr *ModelSoundsCache_LoadModel( const char *filename )
{
// Load the file
int idx = engine->PrecacheModel( filename, true );
if ( idx != -1 )
{
model_t *mdl = (model_t *)modelinfo->GetModel( idx );
if ( mdl )
{
CStudioHdr *studioHdr = new CStudioHdr( modelinfo->GetStudiomodel( mdl ), mdlcache );
if ( studioHdr->IsValid() )
{
return studioHdr;
}
}
}
return NULL;
}
void ModelSoundsCache_FinishModel( CStudioHdr *hdr )
{
Assert( hdr );
delete hdr;
}
void ModelSoundsCache_PrecacheScriptSound( const char *soundname )
{
CBaseEntity::PrecacheScriptSound( soundname );
}
static CUtlCachedFileData< CModelSoundsCache > g_ModelSoundsCache( "modelsounds.cache", MODELSOUNDSCACHE_VERSION, 0, UTL_CACHED_FILE_USE_FILESIZE, false );
void ClearModelSoundsCache()
{
if ( IsX360() )
{
return;
}
g_ModelSoundsCache.Reload();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool ModelSoundsCacheInit()
{
if ( IsX360() )
{
return true;
}
return g_ModelSoundsCache.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void ModelSoundsCacheShutdown()
{
if ( IsX360() )
{
return;
}
g_ModelSoundsCache.Shutdown();
}
static CUtlSymbolTable g_ModelSoundsSymbolHelper( 0, 32, true );
class CModelSoundsCacheSaver: public CAutoGameSystem
{
public:
CModelSoundsCacheSaver( const char *name ) : CAutoGameSystem( name )
{
}
virtual void LevelInitPostEntity()
{
if ( IsX360() )
{
return;
}
if ( g_ModelSoundsCache.IsDirty() )
{
g_ModelSoundsCache.Save();
}
}
virtual void LevelShutdownPostEntity()
{
if ( IsX360() )
{
// Unforunate that this table must persist through duration of level.
// It is the common case that PrecacheModel() still gets called (and needs this table),
// after LevelInitPostEntity, as PrecacheModel() redundantly precaches.
g_ModelSoundsSymbolHelper.RemoveAll();
return;
}
if ( g_ModelSoundsCache.IsDirty() )
{
g_ModelSoundsCache.Save();
}
}
};
static CModelSoundsCacheSaver g_ModelSoundsCacheSaver( "CModelSoundsCacheSaver" );
//#define WATCHACCESS
#if defined( WATCHACCESS )
static bool g_bWatching = true;
void ModelLogFunc( const char *fileName, const char *accessType )
{
if ( g_bWatching && !CBaseEntity::IsPrecacheAllowed() )
{
if ( Q_stristr( fileName, ".vcd" ) )
{
Msg( "%s\n", fileName );
}
}
}
class CWatchForModelAccess: public CAutoGameSystem
{
public:
virtual bool Init()
{
filesystem->AddLoggingFunc(&ModelLogFunc);
return true;
}
virtual void Shutdown()
{
filesystem->RemoveLoggingFunc(&ModelLogFunc);
}
};
static CWatchForModelAccess g_WatchForModels;
#endif
// HACK: This must match the #define in cl_animevent.h in the client .dll code!!!
#define CL_EVENT_SOUND 5004
#define CL_EVENT_FOOTSTEP_LEFT 6004
#define CL_EVENT_FOOTSTEP_RIGHT 6005
#define CL_EVENT_MFOOTSTEP_LEFT 6006
#define CL_EVENT_MFOOTSTEP_RIGHT 6007
//-----------------------------------------------------------------------------
// Precache model sound. Requires a local symbol table to prevent
// a very expensive call to PrecacheScriptSound().
//-----------------------------------------------------------------------------
void CBaseEntity::PrecacheSoundHelper( const char *pName )
{
if ( !IsX360() )
{
// 360 only
Assert( 0 );
return;
}
if ( !pName || !pName[0] )
{
return;
}
if ( UTL_INVAL_SYMBOL == g_ModelSoundsSymbolHelper.Find( pName ) )
{
g_ModelSoundsSymbolHelper.AddString( pName );
// very expensive, only call when required
PrecacheScriptSound( pName );
}
}
//-----------------------------------------------------------------------------
// Precache model components
//-----------------------------------------------------------------------------
void CBaseEntity::PrecacheModelComponents( int nModelIndex )
{
model_t *pModel = (model_t *)modelinfo->GetModel( nModelIndex );
if ( !pModel || modelinfo->GetModelType( pModel ) != mod_studio )
{
return;
}
// sounds
if ( IsPC() )
{
const char *name = modelinfo->GetModelName( pModel );
if ( !g_ModelSoundsCache.EntryExists( name ) )
{
char extension[ 8 ];
Q_ExtractFileExtension( name, extension, sizeof( extension ) );
if ( Q_stristr( extension, "mdl" ) )
{
DevMsg( 2, "Late precache of %s, need to rebuild modelsounds.cache\n", name );
}
else
{
if ( !extension[ 0 ] )
{
Warning( "Precache of %s ambigious (no extension specified)\n", name );
}
else
{
Warning( "Late precache of %s (file missing?)\n", name );
}
return;
}
}
CModelSoundsCache *entry = g_ModelSoundsCache.Get( name );
Assert( entry );
if ( entry )
{
entry->PrecacheSoundList();
}
}
// particles
{
// Check keyvalues for auto-emitting particles
KeyValues *pModelKeyValues = new KeyValues("");
KeyValues::AutoDelete autodelete_pModelKeyValues( pModelKeyValues );
if ( pModelKeyValues->LoadFromBuffer( modelinfo->GetModelName( pModel ), modelinfo->GetModelKeyValueText( pModel ) ) )
{
KeyValues *pParticleEffects = pModelKeyValues->FindKey("Particles");
if ( pParticleEffects )
{
// Start grabbing the sounds and slotting them in
for ( KeyValues *pSingleEffect = pParticleEffects->GetFirstSubKey(); pSingleEffect; pSingleEffect = pSingleEffect->GetNextKey() )
{
const char *pParticleEffectName = pSingleEffect->GetString( "name", "" );
PrecacheParticleSystem( pParticleEffectName );
}
}
}
}
// model anim event owned components
{
// Check animevents for particle events
CStudioHdr studioHdr( modelinfo->GetStudiomodel( pModel ), mdlcache );
if ( studioHdr.IsValid() )
{
// force animation event resolution!!!
VerifySequenceIndex( &studioHdr );
int nSeqCount = studioHdr.GetNumSeq();
for ( int i = 0; i < nSeqCount; ++i )
{
mstudioseqdesc_t &seq = studioHdr.pSeqdesc( i );
int nEventCount = seq.numevents;
for ( int j = 0; j < nEventCount; ++j )
{
mstudioevent_t *pEvent = seq.pEvent( j );
if ( !( pEvent->type & AE_TYPE_NEWEVENTSYSTEM ) || ( pEvent->type & AE_TYPE_CLIENT ) )
{
if ( pEvent->event == AE_CL_CREATE_PARTICLE_EFFECT )
{
char token[256];
const char *pOptions = pEvent->pszOptions();
nexttoken( token, pOptions, ' ' );
if ( token[0] )
{
PrecacheParticleSystem( token );
}
continue;
}
}
// 360 precaches the model sounds now at init time, the cost is now ~250 msecs worst case.
// The disk based solution was not needed. Now at runtime partly due to already crawling the sequences
// for the particles and the expensive part was redundant PrecacheScriptSound(), which is now prevented
// by a local symbol table.
if ( IsX360() )
{
switch ( pEvent->event )
{
default:
{
if ( ( pEvent->type & AE_TYPE_NEWEVENTSYSTEM ) && ( pEvent->event == AE_SV_PLAYSOUND ) )
{
PrecacheSoundHelper( pEvent->pszOptions() );
}
}
break;
case CL_EVENT_FOOTSTEP_LEFT:
case CL_EVENT_FOOTSTEP_RIGHT:
{
char soundname[256];
char const *options = pEvent->pszOptions();
if ( !options || !options[0] )
{
options = "NPC_CombineS";
}
Q_snprintf( soundname, sizeof( soundname ), "%s.RunFootstepLeft", options );
PrecacheSoundHelper( soundname );
Q_snprintf( soundname, sizeof( soundname ), "%s.RunFootstepRight", options );
PrecacheSoundHelper( soundname );
Q_snprintf( soundname, sizeof( soundname ), "%s.FootstepLeft", options );
PrecacheSoundHelper( soundname );
Q_snprintf( soundname, sizeof( soundname ), "%s.FootstepRight", options );
PrecacheSoundHelper( soundname );
}
break;
case AE_CL_PLAYSOUND:
{
if ( !( pEvent->type & AE_TYPE_CLIENT ) )
break;
if ( pEvent->pszOptions()[0] )
{
PrecacheSoundHelper( pEvent->pszOptions() );
}
else
{
Warning( "-- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n",
studioHdr.GetRenderHdr()->pszName(), seq.pszLabel(), j+1 );
}
}
break;
case CL_EVENT_SOUND:
case SCRIPT_EVENT_SOUND:
case SCRIPT_EVENT_SOUND_VOICE:
{
PrecacheSoundHelper( pEvent->pszOptions() );
}
break;
}
}
}
}
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Add model to level precache list
// Input : *name - model name
// Output : int -- model index for model
//-----------------------------------------------------------------------------
int CBaseEntity::PrecacheModel( const char *name, bool bPreload )
{
if ( !name || !*name )
{
#ifdef STAGING_ONLY
Msg( "Attempting to precache model, but model name is NULL\n");
#endif
return -1;
}
// Warn on out of order precache
if ( !CBaseEntity::IsPrecacheAllowed() )
{
if ( !engine->IsModelPrecached( name ) )
{
DevMsg( "Late precache of %s -- not necessarily a bug now that we allow ~everything to be dynamically loaded.\n", name );
}
}
#if defined( WATCHACCESS )
else
{
g_bWatching = false;
}
#endif
int idx = engine->PrecacheModel( name, bPreload );
if ( idx != -1 )
{
PrecacheModelComponents( idx );
}
#if defined( WATCHACCESS )
g_bWatching = true;
#endif
return idx;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::Remove( )
{
UTIL_Remove( this );
}
// Entity degugging console commands
extern CBaseEntity *FindPickerEntity( CBasePlayer *pPlayer );
extern void SetDebugBits( CBasePlayer* pPlayer, const char *name, int bit );
extern CBaseEntity *GetNextCommandEntity( CBasePlayer *pPlayer, const char *name, CBaseEntity *ent );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void ConsoleFireTargets( CBasePlayer *pPlayer, const char *name)
{
// If no name was given use the picker
if (FStrEq(name,""))
{
CBaseEntity *pEntity = FindPickerEntity( pPlayer );
if ( pEntity && !pEntity->IsMarkedForDeletion())
{
Msg( "[%03d] Found: %s, firing\n", gpGlobals->tickcount%1000, pEntity->GetDebugName());
pEntity->Use( pPlayer, pPlayer, USE_TOGGLE, 0 );
return;
}
}
// Otherwise use name or classname
FireTargets( name, pPlayer, pPlayer, USE_TOGGLE, 0 );
}
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Name( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_NAME_BIT);
}
static ConCommand ent_name("ent_name", CC_Ent_Name, 0, FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_Text( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_TEXT_BIT);
}
static ConCommand ent_text("ent_text", CC_Ent_Text, "Displays text debugging information about the given entity(ies) on top of the entity (See Overlay Text)\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_BBox( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_BBOX_BIT);
}
static ConCommand ent_bbox("ent_bbox", CC_Ent_BBox, "Displays the movement bounding box for the given entity(ies) in orange. Some entites will also display entity specific overlays.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_AbsBox( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_ABSBOX_BIT);
}
static ConCommand ent_absbox("ent_absbox", CC_Ent_AbsBox, "Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_RBox( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_RBOX_BIT);
}
static ConCommand ent_rbox("ent_rbox", CC_Ent_RBox, "Displays the total bounding box for the given entity(s) in green. Some entites will also display entity specific overlays.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_AttachmentPoints( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_ATTACHMENTS_BIT);
}
static ConCommand ent_attachments("ent_attachments", CC_Ent_AttachmentPoints, "Displays the attachment points on an entity.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_ViewOffset( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_VIEWOFFSET);
}
static ConCommand ent_viewoffset("ent_viewoffset", CC_Ent_ViewOffset, "Displays the eye position for the given entity(ies) in red.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_Remove( const CCommand& args )
{
CBaseEntity *pEntity = NULL;
// If no name was given set bits based on the picked
if ( FStrEq( args[1],"") )
{
pEntity = FindPickerEntity( UTIL_GetCommandClient() );
}
else
{
int index = atoi( args[1] );
if ( index )
{
pEntity = CBaseEntity::Instance( index );
}
else
{
// Otherwise set bits based on name or classname
CBaseEntity *ent = NULL;
while ( (ent = gEntList.NextEnt(ent)) != NULL )
{
if ( (ent->GetEntityName() != NULL_STRING && FStrEq(args[1], STRING(ent->GetEntityName()))) ||
(ent->m_iClassname != NULL_STRING && FStrEq(args[1], STRING(ent->m_iClassname))) ||
(ent->GetClassname()!=NULL && FStrEq(args[1], ent->GetClassname())))
{
pEntity = ent;
break;
}
}
}
}
// Found one?
if ( pEntity )
{
Msg( "Removed %s(%s)\n", STRING(pEntity->m_iClassname), pEntity->GetDebugName() );
UTIL_Remove( pEntity );
}
}
static ConCommand ent_remove("ent_remove", CC_Ent_Remove, "Removes the given entity(s)\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_RemoveAll( const CCommand& args )
{
// If no name was given remove based on the picked
if ( args.ArgC() < 2 )
{
Msg( "Removes all entities of the specified type\n\tArguments: {entity_name} / {class_name}\n" );
}
else
{
// Otherwise remove based on name or classname
int iCount = 0;
CBaseEntity *ent = NULL;
while ( (ent = gEntList.NextEnt(ent)) != NULL )
{
if ( (ent->GetEntityName() != NULL_STRING && FStrEq(args[1], STRING(ent->GetEntityName()))) ||
(ent->m_iClassname != NULL_STRING && FStrEq(args[1], STRING(ent->m_iClassname))) ||
(ent->GetClassname()!=NULL && FStrEq(args[1], ent->GetClassname())))
{
UTIL_Remove( ent );
iCount++;
}
}
if ( iCount )
{
Msg( "Removed %d %s's\n", iCount, args[1] );
}
else
{
Msg( "No %s found.\n", args[1] );
}
}
}
static ConCommand ent_remove_all("ent_remove_all", CC_Ent_RemoveAll, "Removes all entities of the specified type\n\tArguments: {entity_name} / {class_name} ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Ent_SetName( const CCommand& args )
{
CBaseEntity *pEntity = NULL;
if ( args.ArgC() < 1 )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if (!pPlayer)
return;
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage:\n ent_setname <new name> <entity name>\n" );
}
else
{
// If no name was given set bits based on the picked
if ( FStrEq( args[2],"") )
{
pEntity = FindPickerEntity( UTIL_GetCommandClient() );
}
else
{
// Otherwise set bits based on name or classname
CBaseEntity *ent = NULL;
while ( (ent = gEntList.NextEnt(ent)) != NULL )
{
if ( (ent->GetEntityName() != NULL_STRING && FStrEq(args[1], STRING(ent->GetEntityName()))) ||
(ent->m_iClassname != NULL_STRING && FStrEq(args[1], STRING(ent->m_iClassname))) ||
(ent->GetClassname()!=NULL && FStrEq(args[1], ent->GetClassname())))
{
pEntity = ent;
break;
}
}
}
// Found one?
if ( pEntity )
{
Msg( "Set the name of %s to %s\n", STRING(pEntity->m_iClassname), args[1] );
pEntity->SetName( AllocPooledString( args[1] ) );
}
}
}
static ConCommand ent_setname("ent_setname", CC_Ent_SetName, "Sets the targetname of the given entity(s)\n\tArguments: {new entity name} {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Find_Ent( const CCommand& args )
{
if ( args.ArgC() < 2 )
{
Msg( "Total entities: %d (%d edicts)\n", gEntList.NumberOfEntities(), gEntList.NumberOfEdicts() );
Msg( "Format: find_ent <substring>\n" );
return;
}
int iCount = 0;
const char *pszSubString = args[1];
Msg("Searching for entities with class/target name containing substring: '%s'\n", pszSubString );
CBaseEntity *ent = NULL;
while ( (ent = gEntList.NextEnt(ent)) != NULL )
{
const char *pszClassname = ent->GetClassname();
const char *pszTargetname = STRING(ent->GetEntityName());
bool bMatches = false;
if ( pszClassname && pszClassname[0] )
{
if ( Q_stristr( pszClassname, pszSubString ) )
{
bMatches = true;
}
}
if ( !bMatches && pszTargetname && pszTargetname[0] )
{
if ( Q_stristr( pszTargetname, pszSubString ) )
{
bMatches = true;
}
}
if ( bMatches )
{
iCount++;
Msg(" '%s' : '%s' (entindex %d) \n", ent->GetClassname(), ent->GetEntityName().ToCStr(), ent->entindex() );
}
}
Msg("Found %d matches.\n", iCount);
}
static ConCommand find_ent("find_ent", CC_Find_Ent, "Find and list all entities with classnames or targetnames that contain the specified substring.\nFormat: find_ent <substring>\n", FCVAR_CHEAT);
//------------------------------------------------------------------------------
void CC_Find_Ent_Index( const CCommand& args )
{
if ( args.ArgC() < 2 )
{
Msg( "Format: find_ent_index <index>\n" );
return;
}
int iIndex = atoi(args[1]);
CBaseEntity *pEnt = UTIL_EntityByIndex( iIndex );
if ( pEnt )
{
Msg(" '%s' : '%s' (entindex %d) \n", pEnt->GetClassname(), pEnt->GetEntityName().ToCStr(), iIndex );
}
else
{
Msg("Found no entity at %d.\n", iIndex);
}
}
static ConCommand find_ent_index("find_ent_index", CC_Find_Ent_Index, "Display data for entity matching specified index.\nFormat: find_ent_index <index>\n", FCVAR_CHEAT);
// Purpose :
//------------------------------------------------------------------------------
void CC_Ent_Dump( const CCommand& args )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if (!pPlayer)
{
return;
}
if ( args.ArgC() < 2 )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage:\n ent_dump <entity name>\n" );
}
else
{
// iterate through all the ents of this name, printing out their details
CBaseEntity *ent = NULL;
bool bFound = false;
while ( ( ent = gEntList.FindEntityByName(ent, args[1] ) ) != NULL )
{
bFound = true;
for ( datamap_t *dmap = ent->GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the actions in the data description, printing out details
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
variant_t var;
if ( ent->ReadKeyField( dmap->dataDesc[i].externalName, &var) )
{
char buf[256];
buf[0] = 0;
switch( var.FieldType() )
{
case FIELD_STRING:
Q_strncpy( buf, var.String() ,sizeof(buf));
break;
case FIELD_INTEGER:
if ( var.Int() )
Q_snprintf( buf,sizeof(buf), "%d", var.Int() );
break;
case FIELD_FLOAT:
if ( var.Float() )
Q_snprintf( buf,sizeof(buf), "%.2f", var.Float() );
break;
case FIELD_EHANDLE:
{
// get the entities name
if ( var.Entity() )
{
Q_snprintf( buf,sizeof(buf), "%s", STRING(var.Entity()->GetEntityName()) );
}
}
break;
}
// don't print out the duplicate keys
if ( !Q_stricmp("parentname",dmap->dataDesc[i].externalName) || !Q_stricmp("targetname",dmap->dataDesc[i].externalName) )
continue;
// don't print out empty keys
if ( buf[0] )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs(" %s: %s\n", dmap->dataDesc[i].externalName, buf) );
}
}
}
}
}
if ( !bFound )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "ent_dump: no such entity" );
}
}
}
static ConCommand ent_dump("ent_dump", CC_Ent_Dump, "Usage:\n ent_dump <entity name>\n", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_FireTarget( const CCommand& args )
{
ConsoleFireTargets(UTIL_GetCommandClient(),args[1]);
}
static ConCommand firetarget("firetarget", CC_Ent_FireTarget, 0, FCVAR_CHEAT);
class CEntFireAutoCompletionFunctor : public ICommandCallback, public ICommandCompletionCallback
{
public:
virtual void CommandCallback( const CCommand &command )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if (!pPlayer)
{
return;
}
// fires a command from the console
if ( command.ArgC() < 2 )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage:\n ent_fire <target> [action] [value] [delay]\n" );
}
else
{
const char *target = "", *action = "Use";
variant_t value;
int delay = 0;
target = STRING( AllocPooledString(command.Arg( 1 ) ) );
// Don't allow them to run anything on a point_servercommand unless they're the host player. Otherwise they can ent_fire
// and run any command on the server. Admittedly, they can only do the ent_fire if sv_cheats is on, but
// people complained about users resetting the rcon password if the server briefly turned on cheats like this:
// give point_servercommand
// ent_fire point_servercommand command "rcon_password mynewpassword"
//
// Robin: Unfortunately, they get around point_servercommand checks with this:
// ent_create point_servercommand; ent_setname mine; ent_fire mine command "rcon_password mynewpassword"
// So, I'm removing the ability for anyone to execute ent_fires on dedicated servers (we can't check to see if
// this command is going to connect with a point_servercommand entity here, because they could delay the event and create it later).
if ( engine->IsDedicatedServer() )
{
// We allow people with disabled autokick to do it, because they already have rcon.
if ( pPlayer->IsAutoKickDisabled() == false )
return;
}
else if ( gpGlobals->maxClients > 1 )
{
// On listen servers with more than 1 player, only allow the host to issue ent_fires.
CBasePlayer *pHostPlayer = UTIL_GetListenServerHost();
if ( pPlayer != pHostPlayer )
return;
}
if ( command.ArgC() >= 3 )
{
action = STRING( AllocPooledString(command.Arg( 2 )) );
}
if ( command.ArgC() >= 4 )
{
value.SetString( AllocPooledString(command.Arg( 3 )) );
}
if ( command.ArgC() >= 5 )
{
delay = atoi( command.Arg( 4 ) );
}
g_EventQueue.AddEvent( target, action, value, delay, pPlayer, pPlayer );
}
}
virtual int CommandCompletionCallback( const char *partial, CUtlVector< CUtlString > &commands )
{
if ( !g_pGameRules )
{
return 0;
}
const char *cmdname = "ent_fire";
char *substring = (char *)partial;
if ( Q_strstr( partial, cmdname ) )
{
substring = (char *)partial + strlen( cmdname ) + 1;
}
int checklen = 0;
char *space = Q_strstr( substring, " " );
if ( space )
{
return EntFire_AutoCompleteInput( partial, commands );;
}
else
{
checklen = Q_strlen( substring );
}
CUtlRBTree< CUtlString > symbols( 0, 0, UtlStringLessFunc );
CBaseEntity *pos = NULL;
while ( ( pos = gEntList.NextEnt( pos ) ) != NULL )
{
// Check target name against partial string
if ( pos->GetEntityName() == NULL_STRING )
continue;
if ( Q_strnicmp( STRING( pos->GetEntityName() ), substring, checklen ) )
continue;
CUtlString sym = STRING( pos->GetEntityName() );
int idx = symbols.Find( sym );
if ( idx == symbols.InvalidIndex() )
{
symbols.Insert( sym );
}
// Too many
if ( symbols.Count() >= COMMAND_COMPLETION_MAXITEMS )
break;
}
// Now fill in the results
for ( int i = symbols.FirstInorder(); i != symbols.InvalidIndex(); i = symbols.NextInorder( i ) )
{
const char *name = symbols[ i ].String();
char buf[ 512 ];
Q_strncpy( buf, name, sizeof( buf ) );
Q_strlower( buf );
CUtlString command;
command = CFmtStr( "%s %s", cmdname, buf );
commands.AddToTail( command );
}
return symbols.Count();
}
private:
int EntFire_AutoCompleteInput( const char *partial, CUtlVector< CUtlString > &commands )
{
const char *cmdname = "ent_fire";
char *substring = (char *)partial;
if ( Q_strstr( partial, cmdname ) )
{
substring = (char *)partial + strlen( cmdname ) + 1;
}
int checklen = 0;
char *space = Q_strstr( substring, " " );
if ( !space )
{
Assert( !"CC_EntFireAutoCompleteInputFunc is broken\n" );
return 0;
}
checklen = Q_strlen( substring );
char targetEntity[ 256 ];
targetEntity[0] = 0;
int nEntityNameLength = (space-substring);
Q_strncat( targetEntity, substring, sizeof( targetEntity ), nEntityNameLength );
// Find the target entity by name
CBaseEntity *target = gEntList.FindEntityByName( NULL, targetEntity );
if ( target == NULL )
return 0;
CUtlRBTree< CUtlString > symbols( 0, 0, UtlStringLessFunc );
// Find the next portion of the text chain, if any (removing space)
int nInputNameLength = (checklen-nEntityNameLength-1);
// Starting past the last space, this is the remainder of the string
char *inputPartial = ( checklen > nEntityNameLength ) ? (space+1) : NULL;
for ( datamap_t *dmap = target->GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// Make sure we don't keep adding things in if the satisfied the limit
if ( symbols.Count() >= COMMAND_COMPLETION_MAXITEMS )
break;
int c = dmap->dataNumFields;
for ( int i = 0; i < c; i++ )
{
typedescription_t *field = &dmap->dataDesc[ i ];
// Only want inputs
if ( !( field->flags & FTYPEDESC_INPUT ) )
continue;
// Only want input functions
if ( field->flags & FTYPEDESC_SAVE )
continue;
// See if we've got a partial string for the input name already
if ( inputPartial != NULL )
{
if ( Q_strnicmp( inputPartial, field->externalName, nInputNameLength ) )
continue;
}
CUtlString sym = field->externalName;
int idx = symbols.Find( sym );
if ( idx == symbols.InvalidIndex() )
{
symbols.Insert( sym );
}
// Too many items have been added
if ( symbols.Count() >= COMMAND_COMPLETION_MAXITEMS )
break;
}
}
// Now fill in the results
for ( int i = symbols.FirstInorder(); i != symbols.InvalidIndex(); i = symbols.NextInorder( i ) )
{
const char *name = symbols[ i ].String();
char buf[ 512 ];
Q_strncpy( buf, name, sizeof( buf ) );
Q_strlower( buf );
CUtlString command;
command = CFmtStr( "%s %s %s", cmdname, targetEntity, buf );
commands.AddToTail( command );
}
return symbols.Count();
}
};
static CEntFireAutoCompletionFunctor g_EntFireAutoComplete;
static ConCommand ent_fire("ent_fire", &g_EntFireAutoComplete, "Usage:\n ent_fire <target> [action] [value] [delay]\n", FCVAR_CHEAT, &g_EntFireAutoComplete );
void CC_Ent_CancelPendingEntFires( const CCommand& args )
{
if ( !UTIL_IsCommandIssuedByServerAdmin() )
return;
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if (!pPlayer)
return;
g_EventQueue.CancelEvents( pPlayer );
}
static ConCommand ent_cancelpendingentfires("ent_cancelpendingentfires", CC_Ent_CancelPendingEntFires, "Cancels all ent_fire created outputs that are currently waiting for their delay to expire." );
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Info( const CCommand& args )
{
CBasePlayer *pPlayer = ToBasePlayer( UTIL_GetCommandClient() );
if (!pPlayer)
{
return;
}
if ( args.ArgC() < 2 )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, "Usage:\n ent_info <class name>\n" );
}
else
{
// iterate through all the ents printing out their details
CBaseEntity *ent = CreateEntityByName( args[1] );
if ( ent )
{
datamap_t *dmap;
for ( dmap = ent->GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the actions in the data description, printing out details
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
if ( dmap->dataDesc[i].flags & FTYPEDESC_OUTPUT )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs(" output: %s\n", dmap->dataDesc[i].externalName) );
}
}
}
for ( dmap = ent->GetDataDescMap(); dmap != NULL; dmap = dmap->baseMap )
{
// search through all the actions in the data description, printing out details
for ( int i = 0; i < dmap->dataNumFields; i++ )
{
if ( dmap->dataDesc[i].flags & FTYPEDESC_INPUT )
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs(" input: %s\n", dmap->dataDesc[i].externalName) );
}
}
}
delete ent;
}
else
{
ClientPrint( pPlayer, HUD_PRINTCONSOLE, UTIL_VarArgs("no such entity %s\n", args[1]) );
}
}
}
static ConCommand ent_info("ent_info", CC_Ent_Info, "Usage:\n ent_info <class name>\n", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Messages( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_MESSAGE_BIT);
}
static ConCommand ent_messages("ent_messages", CC_Ent_Messages ,"Toggles input/output message display for the selected entity(ies). The name of the entity will be displayed as well as any messages that it sends or receives.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Pause( void )
{
if (CBaseEntity::Debug_IsPaused())
{
Msg( "Resuming entity I/O events\n" );
CBaseEntity::Debug_Pause(false);
}
else
{
Msg( "Pausing entity I/O events\n" );
CBaseEntity::Debug_Pause(true);
}
}
static ConCommand ent_pause("ent_pause", CC_Ent_Pause, "Toggles pausing of input/output message processing for entities. When turned on processing of all message will stop. Any messages displayed with 'ent_messages' will stop fading and be displayed indefinitely. To step through the messages one by one use 'ent_step'.", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose : Enables the entity picker, revelaing debug information about the
// entity under the crosshair.
// Input : an optional command line argument "full" enables all debug info.
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Picker( void )
{
CBaseEntity::m_bInDebugSelect = CBaseEntity::m_bInDebugSelect ? false : true;
// Remember the player that's making this request
CBaseEntity::m_nDebugPlayer = UTIL_GetCommandClientIndex();
}
static ConCommand picker("picker", CC_Ent_Picker, "Toggles 'picker' mode. When picker is on, the bounding box, pivot and debugging text is displayed for whatever entity the player is looking at.\n\tArguments: full - enables all debug information", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Pivot( const CCommand& args )
{
SetDebugBits(UTIL_GetCommandClient(),args[1],OVERLAY_PIVOT_BIT);
}
static ConCommand ent_pivot("ent_pivot", CC_Ent_Pivot, "Displays the pivot for the given entity(ies).\n\t(y=up=green, z=forward=blue, x=left=red). \n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose :
// Input :
// Output :
//------------------------------------------------------------------------------
void CC_Ent_Step( const CCommand& args )
{
int nSteps = atoi(args[1]);
if (nSteps <= 0)
{
nSteps = 1;
}
CBaseEntity::Debug_SetSteps(nSteps);
}
static ConCommand ent_step("ent_step", CC_Ent_Step, "When 'ent_pause' is set this will step through one waiting input / output message at a time.", FCVAR_CHEAT);
void CBaseEntity::SetCheckUntouch( bool check )
{
// Invalidate touchstamp
if ( check )
{
touchStamp++;
if ( !IsEFlagSet( EFL_CHECK_UNTOUCH ) )
{
AddEFlags( EFL_CHECK_UNTOUCH );
EntityTouch_Add( this );
}
}
else
{
RemoveEFlags( EFL_CHECK_UNTOUCH );
}
}
model_t *CBaseEntity::GetModel( void )
{
return (model_t *)modelinfo->GetModel( GetModelIndex() );
}
//-----------------------------------------------------------------------------
// Purpose: Calculates the absolute position of an edict in the world
// assumes the parent's absolute origin has already been calculated
//-----------------------------------------------------------------------------
void CBaseEntity::CalcAbsolutePosition( void )
{
if (!IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ))
return;
{
AUTO_LOCK( m_CalcAbsolutePositionMutex );
// Test again under the lock, in case another thread did the work in the interim
if ( !IsEFlagSet( EFL_DIRTY_ABSTRANSFORM ) )
{
return;
}
// Plop the entity->parent matrix into m_rgflCoordinateFrame
AngleMatrix( m_angRotation, m_vecOrigin, m_rgflCoordinateFrame );
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
// no move parent, so just copy existing values
m_vecAbsOrigin = m_vecOrigin;
m_angAbsRotation = m_angRotation;
}
else
{
// concatenate with our parent's transform
matrix3x4_t tmpMatrix, scratchSpace;
ConcatTransforms( GetParentToWorldTransform( scratchSpace ), m_rgflCoordinateFrame, tmpMatrix );
MatrixCopy( tmpMatrix, m_rgflCoordinateFrame );
// pull our absolute position out of the matrix
MatrixGetColumn( m_rgflCoordinateFrame, 3, m_vecAbsOrigin );
// if we have any angles, we have to extract our absolute angles from our matrix
if ( ( m_angRotation == vec3_angle ) && ( m_iParentAttachment == 0 ) )
{
// just copy our parent's absolute angles
VectorCopy( pMoveParent->GetAbsAngles(), m_angAbsRotation );
}
else
{
MatrixAngles( m_rgflCoordinateFrame, m_angAbsRotation );
}
}
ThreadMemoryBarrier();
RemoveEFlags( EFL_DIRTY_ABSTRANSFORM );
}
// Do this callback *after* we have updated the position, and (importantly) after we clear the dirty flag, because this callback can potentially
// end up recursively calling back in here, so the dirty flag must be cleared to break the recursion in that case.
if ( HasDataObjectType( POSITIONWATCHER ) )
{
ReportPositionChanged( this );
}
}
void CBaseEntity::CalcAbsoluteVelocity()
{
if (!IsEFlagSet( EFL_DIRTY_ABSVELOCITY ))
return;
RemoveEFlags( EFL_DIRTY_ABSVELOCITY );
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
m_vecAbsVelocity = m_vecVelocity;
return;
}
// This transforms the local velocity into world space
VectorRotate( m_vecVelocity, pMoveParent->EntityToWorldTransform(), m_vecAbsVelocity );
// Now add in the parent abs velocity
m_vecAbsVelocity += pMoveParent->GetAbsVelocity();
}
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
// representation, we can't actually solve this problem
/*
void CBaseEntity::CalcAbsoluteAngularVelocity()
{
if (!IsEFlagSet( EFL_DIRTY_ABSANGVELOCITY ))
return;
RemoveEFlags( EFL_DIRTY_ABSANGVELOCITY );
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
m_vecAbsAngVelocity = m_vecAngVelocity;
return;
}
// This transforms the local ang velocity into world space
matrix3x4_t angVelToParent, angVelToWorld;
AngleMatrix( m_vecAngVelocity, angVelToParent );
ConcatTransforms( pMoveParent->EntityToWorldTransform(), angVelToParent, angVelToWorld );
MatrixAngles( angVelToWorld, m_vecAbsAngVelocity );
}
*/
//-----------------------------------------------------------------------------
// Computes the abs position of a point specified in local space
//-----------------------------------------------------------------------------
void CBaseEntity::ComputeAbsPosition( const Vector &vecLocalPosition, Vector *pAbsPosition )
{
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
*pAbsPosition = vecLocalPosition;
}
else
{
VectorTransform( vecLocalPosition, pMoveParent->EntityToWorldTransform(), *pAbsPosition );
}
}
//-----------------------------------------------------------------------------
// Computes the abs position of a point specified in local space
//-----------------------------------------------------------------------------
void CBaseEntity::ComputeAbsDirection( const Vector &vecLocalDirection, Vector *pAbsDirection )
{
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
*pAbsDirection = vecLocalDirection;
}
else
{
VectorRotate( vecLocalDirection, pMoveParent->EntityToWorldTransform(), *pAbsDirection );
}
}
matrix3x4_t& CBaseEntity::GetParentToWorldTransform( matrix3x4_t &tempMatrix )
{
CBaseEntity *pMoveParent = GetMoveParent();
if ( !pMoveParent )
{
Assert( false );
SetIdentityMatrix( tempMatrix );
return tempMatrix;
}
if ( m_iParentAttachment != 0 )
{
MDLCACHE_CRITICAL_SECTION();
CBaseAnimating *pAnimating = pMoveParent->GetBaseAnimating();
if ( pAnimating && pAnimating->GetAttachment( m_iParentAttachment, tempMatrix ) )
{
return tempMatrix;
}
}
// If we fall through to here, then just use the move parent's abs origin and angles.
return pMoveParent->EntityToWorldTransform();
}
//-----------------------------------------------------------------------------
// These methods recompute local versions as well as set abs versions
//-----------------------------------------------------------------------------
void CBaseEntity::SetAbsOrigin( const Vector& absOrigin )
{
AssertMsg( absOrigin.IsValid(), "Invalid origin set" );
// This is necessary to get the other fields of m_rgflCoordinateFrame ok
CalcAbsolutePosition();
if ( m_vecAbsOrigin == absOrigin )
return;
// All children are invalid, but we are not
InvalidatePhysicsRecursive( POSITION_CHANGED );
RemoveEFlags( EFL_DIRTY_ABSTRANSFORM );
m_vecAbsOrigin = absOrigin;
MatrixSetColumn( absOrigin, 3, m_rgflCoordinateFrame );
Vector vecNewOrigin;
CBaseEntity *pMoveParent = GetMoveParent();
if (!pMoveParent)
{
vecNewOrigin = absOrigin;
}
else
{
matrix3x4_t tempMat;
matrix3x4_t &parentTransform = GetParentToWorldTransform( tempMat );
// Moveparent case: transform the abs position into local space
VectorITransform( absOrigin, parentTransform, vecNewOrigin );
}
if (m_vecOrigin != vecNewOrigin)
{
m_vecOrigin = vecNewOrigin;
SetSimulationTime( gpGlobals->curtime );
}
}
void CBaseEntity::SetAbsAngles( const QAngle& absAngles )
{
// This is necessary to get the other fields of m_rgflCoordinateFrame ok
CalcAbsolutePosition();
// FIXME: The normalize caused problems in server code like momentary_rot_button that isn't
// handling things like +/-180 degrees properly. This should be revisited.
//QAngle angleNormalize( AngleNormalize( absAngles.x ), AngleNormalize( absAngles.y ), AngleNormalize( absAngles.z ) );
if ( m_angAbsRotation == absAngles )
return;
// All children are invalid, but we are not
InvalidatePhysicsRecursive( ANGLES_CHANGED );
RemoveEFlags( EFL_DIRTY_ABSTRANSFORM );
m_angAbsRotation = absAngles;
AngleMatrix( absAngles, m_rgflCoordinateFrame );
MatrixSetColumn( m_vecAbsOrigin, 3, m_rgflCoordinateFrame );
QAngle angNewRotation;
CBaseEntity *pMoveParent = GetMoveParent();
if (!pMoveParent)
{
angNewRotation = absAngles;
}
else
{
if ( m_angAbsRotation == pMoveParent->GetAbsAngles() )
{
angNewRotation.Init( );
}
else
{
// Moveparent case: transform the abs transform into local space
matrix3x4_t worldToParent, localMatrix;
MatrixInvert( pMoveParent->EntityToWorldTransform(), worldToParent );
ConcatTransforms( worldToParent, m_rgflCoordinateFrame, localMatrix );
MatrixAngles( localMatrix, angNewRotation );
}
}
if (m_angRotation != angNewRotation)
{
m_angRotation = angNewRotation;
SetSimulationTime( gpGlobals->curtime );
}
}
void CBaseEntity::SetAbsVelocity( const Vector &vecAbsVelocity )
{
if ( m_vecAbsVelocity == vecAbsVelocity )
return;
// The abs velocity won't be dirty since we're setting it here
// All children are invalid, but we are not
InvalidatePhysicsRecursive( VELOCITY_CHANGED );
RemoveEFlags( EFL_DIRTY_ABSVELOCITY );
m_vecAbsVelocity = vecAbsVelocity;
// NOTE: Do *not* do a network state change in this case.
// m_vecVelocity is only networked for the player, which is not manual mode
CBaseEntity *pMoveParent = GetMoveParent();
if (!pMoveParent)
{
m_vecVelocity = vecAbsVelocity;
return;
}
// First subtract out the parent's abs velocity to get a relative
// velocity measured in world space
Vector relVelocity;
VectorSubtract( vecAbsVelocity, pMoveParent->GetAbsVelocity(), relVelocity );
// Transform relative velocity into parent space
Vector vNew;
VectorIRotate( relVelocity, pMoveParent->EntityToWorldTransform(), vNew );
m_vecVelocity = vNew;
}
// FIXME: While we're using (dPitch, dYaw, dRoll) as our local angular velocity
// representation, we can't actually solve this problem
/*
void CBaseEntity::SetAbsAngularVelocity( const QAngle &vecAbsAngVelocity )
{
// The abs velocity won't be dirty since we're setting it here
// All children are invalid, but we are not
InvalidatePhysicsRecursive( EFL_DIRTY_ABSANGVELOCITY );
RemoveEFlags( EFL_DIRTY_ABSANGVELOCITY );
m_vecAbsAngVelocity = vecAbsAngVelocity;
CBaseEntity *pMoveParent = GetMoveParent();
if (!pMoveParent)
{
m_vecAngVelocity = vecAbsAngVelocity;
return;
}
// NOTE: We *can't* subtract out parent ang velocity, it's nonsensical
matrix3x4_t entityToWorld;
AngleMatrix( vecAbsAngVelocity, entityToWorld );
// Moveparent case: transform the abs relative angular vel into local space
matrix3x4_t worldToParent, localMatrix;
MatrixInvert( pMoveParent->EntityToWorldTransform(), worldToParent );
ConcatTransforms( worldToParent, entityToWorld, localMatrix );
MatrixAngles( localMatrix, m_vecAngVelocity );
}
*/
//-----------------------------------------------------------------------------
// Methods that modify local physics state, and let us know to compute abs state later
//-----------------------------------------------------------------------------
void CBaseEntity::SetLocalOrigin( const Vector& origin )
{
// Safety check against NaN's or really huge numbers
if ( !IsEntityPositionReasonable( origin ) )
{
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Bad SetLocalOrigin(%f,%f,%f) on %s\n", origin.x, origin.y, origin.z, GetDebugName() );
}
Assert( false );
return;
}
// if ( !origin.IsValid() )
// {
// AssertMsg( 0, "Bad origin set" );
// return;
// }
if (m_vecOrigin != origin)
{
// Sanity check to make sure the origin is valid.
#ifdef _DEBUG
float largeVal = 1024 * 128;
Assert( origin.x >= -largeVal && origin.x <= largeVal );
Assert( origin.y >= -largeVal && origin.y <= largeVal );
Assert( origin.z >= -largeVal && origin.z <= largeVal );
#endif
InvalidatePhysicsRecursive( POSITION_CHANGED );
m_vecOrigin = origin;
SetSimulationTime( gpGlobals->curtime );
}
}
void CBaseEntity::SetLocalAngles( const QAngle& angles )
{
// NOTE: The angle normalize is a little expensive, but we can save
// a bunch of time in interpolation if we don't have to invalidate everything
// and sometimes it's off by a normalization amount
// FIXME: The normalize caused problems in server code like momentary_rot_button that isn't
// handling things like +/-180 degrees properly. This should be revisited.
//QAngle angleNormalize( AngleNormalize( angles.x ), AngleNormalize( angles.y ), AngleNormalize( angles.z ) );
// Safety check against NaN's or really huge numbers
if ( !IsEntityQAngleReasonable( angles ) )
{
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Bad SetLocalAngles(%f,%f,%f) on %s\n", angles.x, angles.y, angles.z, GetDebugName() );
}
AssertMsg( false, "Bad SetLocalAngles(%f,%f,%f) on %s\n", angles.x, angles.y, angles.z, GetDebugName() );
return;
}
if (m_angRotation != angles)
{
InvalidatePhysicsRecursive( ANGLES_CHANGED );
m_angRotation = angles;
SetSimulationTime( gpGlobals->curtime );
}
}
void CBaseEntity::SetLocalVelocity( const Vector &inVecVelocity )
{
Vector vecVelocity = inVecVelocity;
// Safety check against receive a huge impulse, which can explode physics
switch ( CheckEntityVelocity( vecVelocity ) )
{
case -1:
Warning( "Discarding SetLocalVelocity(%f,%f,%f) on %s\n", vecVelocity.x, vecVelocity.y, vecVelocity.z, GetDebugName() );
Assert( false );
return;
case 0:
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Clamping SetLocalVelocity(%f,%f,%f) on %s\n", inVecVelocity.x, inVecVelocity.y, inVecVelocity.z, GetDebugName() );
}
break;
}
if (m_vecVelocity != vecVelocity)
{
InvalidatePhysicsRecursive( VELOCITY_CHANGED );
m_vecVelocity = vecVelocity;
}
}
void CBaseEntity::SetLocalAngularVelocity( const QAngle &vecAngVelocity )
{
// Safety check against NaN's or really huge numbers
if ( !IsEntityQAngleVelReasonable( vecAngVelocity ) )
{
if ( CheckEmitReasonablePhysicsSpew() )
{
Warning( "Bad SetLocalAngularVelocity(%f,%f,%f) on %s\n", vecAngVelocity.x, vecAngVelocity.y, vecAngVelocity.z, GetDebugName() );
}
Assert( false );
return;
}
if (m_vecAngVelocity != vecAngVelocity)
{
// InvalidatePhysicsRecursive( EFL_DIRTY_ABSANGVELOCITY );
m_vecAngVelocity = vecAngVelocity;
}
}
//-----------------------------------------------------------------------------
// Sets the local position from a transform
//-----------------------------------------------------------------------------
void CBaseEntity::SetLocalTransform( const matrix3x4_t &localTransform )
{
// FIXME: Should angles go away? Should we just use transforms?
Vector vecLocalOrigin;
QAngle vecLocalAngles;
MatrixGetColumn( localTransform, 3, vecLocalOrigin );
MatrixAngles( localTransform, vecLocalAngles );
SetLocalOrigin( vecLocalOrigin );
SetLocalAngles( vecLocalAngles );
}
//-----------------------------------------------------------------------------
// Is the entity floating?
//-----------------------------------------------------------------------------
bool CBaseEntity::IsFloating()
{
if ( !IsEFlagSet(EFL_TOUCHING_FLUID) )
return false;
IPhysicsObject *pObject = VPhysicsGetObject();
if ( !pObject )
return false;
int nMaterialIndex = pObject->GetMaterialIndex();
float flDensity;
float flThickness;
float flFriction;
float flElasticity;
physprops->GetPhysicsProperties( nMaterialIndex, &flDensity,
&flThickness, &flFriction, &flElasticity );
// FIXME: This really only works for water at the moment..
// Owing the check for density == 1000
return (flDensity < 1000.0f);
}
//-----------------------------------------------------------------------------
// Purpose: Created predictable and sets up Id. Note that persist is ignored on the server.
// Input : *classname -
// *module -
// line -
// persist -
// Output : CBaseEntity
//-----------------------------------------------------------------------------
CBaseEntity *CBaseEntity::CreatePredictedEntityByName( const char *classname, const char *module, int line, bool persist /* = false */ )
{
#if !defined( NO_ENTITY_PREDICTION )
CBasePlayer *player = CBaseEntity::GetPredictionPlayer();
Assert( player );
CBaseEntity *ent = NULL;
int command_number = player->CurrentCommandNumber();
int player_index = player->entindex() - 1;
CPredictableId testId;
testId.Init( player_index, command_number, classname, module, line );
ent = CreateEntityByName( classname );
// No factory???
if ( !ent )
return NULL;
ent->SetPredictionEligible( true );
// Set up "shared" id number
ent->m_PredictableID.GetForModify().SetRaw( testId.GetRaw() );
return ent;
#else
return NULL;
#endif
}
void CBaseEntity::SetPredictionEligible( bool canpredict )
{
// Nothing in game code m_bPredictionEligible = canpredict;
}
//-----------------------------------------------------------------------------
// These could be virtual, but only the player is overriding them
// NOTE: If you make any of these virtual, remove this implementation!!!
//-----------------------------------------------------------------------------
void CBaseEntity::AddPoints( int score, bool bAllowNegativeScore )
{
CBasePlayer *pPlayer = ToBasePlayer(this);
if ( pPlayer )
{
pPlayer->CBasePlayer::AddPoints( score, bAllowNegativeScore );
}
}
void CBaseEntity::AddPointsToTeam( int score, bool bAllowNegativeScore )
{
CBasePlayer *pPlayer = ToBasePlayer(this);
if ( pPlayer )
{
pPlayer->CBasePlayer::AddPointsToTeam( score, bAllowNegativeScore );
}
}
void CBaseEntity::ViewPunch( const QAngle &angleOffset )
{
CBasePlayer *pPlayer = ToBasePlayer(this);
if ( pPlayer )
{
pPlayer->CBasePlayer::ViewPunch( angleOffset );
}
}
void CBaseEntity::VelocityPunch( const Vector &vecForce )
{
CBasePlayer *pPlayer = ToBasePlayer(this);
if ( pPlayer )
{
pPlayer->CBasePlayer::VelocityPunch( vecForce );
}
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Purpose: Tell clients to remove all decals from this entity
//-----------------------------------------------------------------------------
void CBaseEntity::RemoveAllDecals( void )
{
EntityMessageBegin( this );
WRITE_BYTE( BASEENTITY_MSG_REMOVE_DECALS );
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : set -
//-----------------------------------------------------------------------------
void CBaseEntity::ModifyOrAppendCriteria( AI_CriteriaSet& set )
{
// TODO
// Append chapter/day?
set.AppendCriteria( "randomnum", UTIL_VarArgs("%d", RandomInt(0,100)) );
// Append map name
set.AppendCriteria( "map", gpGlobals->mapname.ToCStr() );
// Append our classname and game name
set.AppendCriteria( "classname", GetClassname() );
set.AppendCriteria( "name", GetEntityName().ToCStr() );
// Append our health
set.AppendCriteria( "health", UTIL_VarArgs( "%i", GetHealth() ) );
float healthfrac = 0.0f;
if ( GetMaxHealth() > 0 )
{
healthfrac = (float)GetHealth() / (float)GetMaxHealth();
}
set.AppendCriteria( "healthfrac", UTIL_VarArgs( "%.3f", healthfrac ) );
// Go through all the global states and append them
for ( int i = 0; i < GlobalEntity_GetNumGlobals(); i++ )
{
const char *szGlobalName = GlobalEntity_GetName(i);
int iGlobalState = (int)GlobalEntity_GetStateByIndex(i);
set.AppendCriteria( szGlobalName, UTIL_VarArgs( "%i", iGlobalState ) );
}
// Append anything from I/O or keyvalues pairs
AppendContextToCriteria( set );
if( hl2_episodic.GetBool() )
{
set.AppendCriteria( "episodic", "1" );
}
// Append anything from world I/O/keyvalues with "world" as prefix
CWorld *world = dynamic_cast< CWorld * >( CBaseEntity::Instance( engine->PEntityOfEntIndex( 0 ) ) );
if ( world )
{
world->AppendContextToCriteria( set, "world" );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : set -
// "" -
//-----------------------------------------------------------------------------
void CBaseEntity::AppendContextToCriteria( AI_CriteriaSet& set, const char *prefix /*= ""*/ )
{
RemoveExpiredConcepts();
int c = GetContextCount();
int i;
char sz[ 128 ];
for ( i = 0; i < c; i++ )
{
const char *name = GetContextName( i );
const char *value = GetContextValue( i );
Q_snprintf( sz, sizeof( sz ), "%s%s", prefix, name );
set.AppendCriteria( sz, value );
}
}
//-----------------------------------------------------------------------------
// Purpose: Removes expired concepts from list
// Output :
//-----------------------------------------------------------------------------
void CBaseEntity::RemoveExpiredConcepts( void )
{
int c = GetContextCount();
int i;
for ( i = 0; i < c; i++ )
{
if ( ContextExpired( i ) )
{
m_ResponseContexts.Remove( i );
c--;
i--;
continue;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Get current context count
// Output : int
//-----------------------------------------------------------------------------
int CBaseEntity::GetContextCount() const
{
return m_ResponseContexts.Count();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : const char
//-----------------------------------------------------------------------------
const char *CBaseEntity::GetContextName( int index ) const
{
if ( index < 0 || index >= m_ResponseContexts.Count() )
{
Assert( 0 );
return "";
}
return m_ResponseContexts[ index ].m_iszName.ToCStr();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : index -
// Output : const char
//-----------------------------------------------------------------------------
const char *CBaseEntity::GetContextValue( int index ) const
{
if ( index < 0 || index >= m_ResponseContexts.Count() )
{
Assert( 0 );
return "";
}
return m_ResponseContexts[ index ].m_iszValue.ToCStr();
}
//-----------------------------------------------------------------------------
// Purpose: Check if context has expired
// Input : index -
// Output : bool
//-----------------------------------------------------------------------------
bool CBaseEntity::ContextExpired( int index ) const
{
if ( index < 0 || index >= m_ResponseContexts.Count() )
{
Assert( 0 );
return true;
}
if ( !m_ResponseContexts[ index ].m_fExpirationTime )
{
return false;
}
return ( m_ResponseContexts[ index ].m_fExpirationTime <= gpGlobals->curtime );
}
//-----------------------------------------------------------------------------
// Purpose: Search for index of named context string
// Input : *name -
// Output : int
//-----------------------------------------------------------------------------
int CBaseEntity::FindContextByName( const char *name ) const
{
int c = m_ResponseContexts.Count();
for ( int i = 0; i < c; i++ )
{
if ( FStrEq( name, GetContextName( i ) ) )
return i;
}
return -1;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CBaseEntity::InputAddContext( inputdata_t& inputdata )
{
const char *contextName = inputdata.value.String();
AddContext( contextName );
}
//-----------------------------------------------------------------------------
// Purpose: User inputs. These fire the corresponding user outputs, and are
// a means of forwarding messages through !activator to a target known
// known by !activator but not by the targetting entity.
//
// For example, say you have three identical trains, following the same
// path. Each train has a sprite in hierarchy with it that needs to
// toggle on/off as it passes each path_track. You would hook each train's
// OnUser1 output to it's sprite's Toggle input, then connect each path_track's
// OnPass output to !activator's FireUser1 input.
//-----------------------------------------------------------------------------
void CBaseEntity::InputFireUser1( inputdata_t& inputdata )
{
m_OnUser1.FireOutput( inputdata.pActivator, this );
}
void CBaseEntity::InputFireUser2( inputdata_t& inputdata )
{
m_OnUser2.FireOutput( inputdata.pActivator, this );
}
void CBaseEntity::InputFireUser3( inputdata_t& inputdata )
{
m_OnUser3.FireOutput( inputdata.pActivator, this );
}
void CBaseEntity::InputFireUser4( inputdata_t& inputdata )
{
m_OnUser4.FireOutput( inputdata.pActivator, this );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *contextName -
//-----------------------------------------------------------------------------
void CBaseEntity::AddContext( const char *contextName )
{
char key[ 128 ];
char value[ 128 ];
float duration;
const char *p = contextName;
while ( p )
{
duration = 0.0f;
p = SplitContext( p, key, sizeof( key ), value, sizeof( value ), &duration );
if ( duration )
{
duration += gpGlobals->curtime;
}
int iIndex = FindContextByName( key );
if ( iIndex != -1 )
{
// Set the existing context to the new value
m_ResponseContexts[iIndex].m_iszValue = AllocPooledString( value );
m_ResponseContexts[iIndex].m_fExpirationTime = duration;
continue;
}
ResponseContext_t newContext;
newContext.m_iszName = AllocPooledString( key );
newContext.m_iszValue = AllocPooledString( value );
newContext.m_fExpirationTime = duration;
m_ResponseContexts.AddToTail( newContext );
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CBaseEntity::InputRemoveContext( inputdata_t& inputdata )
{
const char *contextName = inputdata.value.String();
int idx = FindContextByName( contextName );
if ( idx == -1 )
return;
m_ResponseContexts.Remove( idx );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CBaseEntity::InputClearContext( inputdata_t& inputdata )
{
m_ResponseContexts.RemoveAll();
}
//-----------------------------------------------------------------------------
// Purpose:
// Output : IResponseSystem
//-----------------------------------------------------------------------------
IResponseSystem *CBaseEntity::GetResponseSystem()
{
return NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : inputdata -
//-----------------------------------------------------------------------------
void CBaseEntity::InputDispatchResponse( inputdata_t& inputdata )
{
DispatchResponse( inputdata.value.String() );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseEntity::InputDisableShadow( inputdata_t &inputdata )
{
AddEffects( EF_NOSHADOW );
}
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
void CBaseEntity::InputEnableShadow( inputdata_t &inputdata )
{
RemoveEffects( EF_NOSHADOW );
}
//-----------------------------------------------------------------------------
// Purpose: An input to add a new connection from this entity
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CBaseEntity::InputAddOutput( inputdata_t &inputdata )
{
char sOutputName[MAX_PATH];
Q_strncpy( sOutputName, inputdata.value.String(), sizeof(sOutputName) );
char *sChar = strchr( sOutputName, ' ' );
if ( sChar )
{
*sChar = '\0';
// Now replace all the :'s in the string with ,'s.
// Has to be done this way because Hammer doesn't allow ,'s inside parameters.
char *sColon = strchr( sChar+1, ':' );
while ( sColon )
{
*sColon = ',';
sColon = strchr( sChar+1, ':' );
}
KeyValue( sOutputName, sChar+1 );
}
else
{
Warning("AddOutput input fired with bad string. Format: <output name> <targetname>,<inputname>,<parameter>,<delay>,<max times to fire (-1 == infinite)>\n");
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *conceptName -
//-----------------------------------------------------------------------------
void CBaseEntity::DispatchResponse( const char *conceptName )
{
IResponseSystem *rs = GetResponseSystem();
if ( !rs )
return;
AI_CriteriaSet set;
// Always include the concept name
set.AppendCriteria( "concept", conceptName, CONCEPT_WEIGHT );
// Let NPC fill in most match criteria
ModifyOrAppendCriteria( set );
// Append local player criteria to set,too
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if( pPlayer )
pPlayer->ModifyOrAppendPlayerCriteria( set );
// Now that we have a criteria set, ask for a suitable response
AI_Response result;
bool found = rs->FindBestResponse( set, result );
if ( !found )
return;
// Handle the response here...
const char *szResponse = result.GetResponsePtr();
switch ( result.GetType() )
{
case RESPONSE_SPEAK:
EmitSound( szResponse );
break;
case RESPONSE_SENTENCE:
{
int sentenceIndex = SENTENCEG_Lookup( szResponse );
if( sentenceIndex == -1 )
{
// sentence not found
break;
}
// FIXME: Get pitch from npc?
CPASAttenuationFilter filter( this );
CBaseEntity::EmitSentenceByIndex( filter, entindex(), CHAN_VOICE, sentenceIndex, 1, result.GetSoundLevel(), 0, PITCH_NORM );
}
break;
case RESPONSE_SCENE:
// Try to fire scene w/o an actor
InstancedScriptedScene( NULL, szResponse );
break;
case RESPONSE_PRINT:
break;
default:
// Don't know how to handle .vcds!!!
break;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CBaseEntity::DumpResponseCriteria( void )
{
Msg("----------------------------------------------\n");
Msg("RESPONSE CRITERIA FOR: %s (%s)\n", GetClassname(), GetDebugName() );
AI_CriteriaSet set;
// Let NPC fill in most match criteria
ModifyOrAppendCriteria( set );
// Append local player criteria to set,too
CBasePlayer *pPlayer = UTIL_GetLocalPlayer();
if ( pPlayer )
{
pPlayer->ModifyOrAppendPlayerCriteria( set );
}
// Now dump it all to console
set.Describe();
}
//------------------------------------------------------------------------------
void CC_Ent_Show_Response_Criteria( const CCommand& args )
{
CBaseEntity *pEntity = NULL;
while ( (pEntity = GetNextCommandEntity( UTIL_GetCommandClient(), args[1], pEntity )) != NULL )
{
pEntity->DumpResponseCriteria();
}
}
static ConCommand ent_show_response_criteria("ent_show_response_criteria", CC_Ent_Show_Response_Criteria, "Print, to the console, an entity's current criteria set used to select responses.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at ", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Show an entity's autoaim radius
//------------------------------------------------------------------------------
void CC_Ent_Autoaim( const CCommand& args )
{
SetDebugBits( UTIL_GetCommandClient(),args[1], OVERLAY_AUTOAIM_BIT );
}
static ConCommand ent_autoaim("ent_autoaim", CC_Ent_Autoaim, "Displays the entity's autoaim radius.\n\tArguments: {entity_name} / {class_name} / no argument picks what player is looking at", FCVAR_CHEAT );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CAI_BaseNPC *CBaseEntity::MyNPCPointer( void )
{
if ( IsNPC() )
return assert_cast<CAI_BaseNPC *>(this);
return NULL;
}
ConVar step_spline( "step_spline", "0" );
//-----------------------------------------------------------------------------
// Purpose: Run one tick's worth of faked simulation
// Input : *step -
//-----------------------------------------------------------------------------
void CBaseEntity::ComputeStepSimulationNetwork( StepSimulationData *step )
{
if ( !step )
{
Assert( !"ComputeStepSimulationNetworkOriginAndAngles with NULL step\n" );
return;
}
// Don't run again if we've already calculated this tick
if ( step->m_nLastProcessTickCount == gpGlobals->tickcount )
{
return;
}
step->m_nLastProcessTickCount = gpGlobals->tickcount;
// Origin
// It's inactive
if ( step->m_bOriginActive )
{
// First see if any external code moved the entity
if ( GetStepOrigin() != step->m_Next.vecOrigin )
{
step->m_bOriginActive = false;
}
else
{
// Compute interpolated info based on tick interval
float frac = 1.0f;
int tickdelta = step->m_Next.nTickCount - step->m_Previous.nTickCount;
if ( tickdelta > 0 )
{
frac = (float)( gpGlobals->tickcount - step->m_Previous.nTickCount ) / (float) tickdelta;
frac = clamp( frac, 0.0f, 1.0f );
}
if (step->m_Previous2.nTickCount == 0 || step->m_Previous2.nTickCount >= step->m_Previous.nTickCount)
{
Vector delta = step->m_Next.vecOrigin - step->m_Previous.vecOrigin;
VectorMA( step->m_Previous.vecOrigin, frac, delta, step->m_vecNetworkOrigin );
}
else if (!step_spline.GetBool())
{
StepSimulationStep *pOlder = &step->m_Previous;
StepSimulationStep *pNewer = &step->m_Next;
if (step->m_Discontinuity.nTickCount > step->m_Previous.nTickCount)
{
if (gpGlobals->tickcount > step->m_Discontinuity.nTickCount)
{
pOlder = &step->m_Discontinuity;
}
else
{
pNewer = &step->m_Discontinuity;
}
tickdelta = pNewer->nTickCount - pOlder->nTickCount;
if ( tickdelta > 0 )
{
frac = (float)( gpGlobals->tickcount - pOlder->nTickCount ) / (float) tickdelta;
frac = clamp( frac, 0.0f, 1.0f );
}
}
Vector delta = pNewer->vecOrigin - pOlder->vecOrigin;
VectorMA( pOlder->vecOrigin, frac, delta, step->m_vecNetworkOrigin );
}
else
{
Hermite_Spline( step->m_Previous2.vecOrigin, step->m_Previous.vecOrigin, step->m_Next.vecOrigin, frac, step->m_vecNetworkOrigin );
}
}
}
// Angles
if ( step->m_bAnglesActive )
{
// See if external code changed the orientation of the entity
if ( GetStepAngles() != step->m_angNextRotation )
{
step->m_bAnglesActive = false;
}
else
{
// Compute interpolated info based on tick interval
float frac = 1.0f;
int tickdelta = step->m_Next.nTickCount - step->m_Previous.nTickCount;
if ( tickdelta > 0 )
{
frac = (float)( gpGlobals->tickcount - step->m_Previous.nTickCount ) / (float) tickdelta;
frac = clamp( frac, 0.0f, 1.0f );
}
if (step->m_Previous2.nTickCount == 0 || step->m_Previous2.nTickCount >= step->m_Previous.nTickCount)
{
// Pure blend between start/end orientations
Quaternion outangles;
QuaternionBlend( step->m_Previous.qRotation, step->m_Next.qRotation, frac, outangles );
QuaternionAngles( outangles, step->m_angNetworkAngles );
}
else if (!step_spline.GetBool())
{
StepSimulationStep *pOlder = &step->m_Previous;
StepSimulationStep *pNewer = &step->m_Next;
if (step->m_Discontinuity.nTickCount > step->m_Previous.nTickCount)
{
if (gpGlobals->tickcount > step->m_Discontinuity.nTickCount)
{
pOlder = &step->m_Discontinuity;
}
else
{
pNewer = &step->m_Discontinuity;
}
tickdelta = pNewer->nTickCount - pOlder->nTickCount;
if ( tickdelta > 0 )
{
frac = (float)( gpGlobals->tickcount - pOlder->nTickCount ) / (float) tickdelta;
frac = clamp( frac, 0.0f, 1.0f );
}
}
// Pure blend between start/end orientations
Quaternion outangles;
QuaternionBlend( pOlder->qRotation, pNewer->qRotation, frac, outangles );
QuaternionAngles( outangles, step->m_angNetworkAngles );
}
else
{
// FIXME: enable spline interpolation when turning is debounced.
Quaternion outangles;
Hermite_Spline( step->m_Previous2.qRotation, step->m_Previous.qRotation, step->m_Next.qRotation, frac, outangles );
QuaternionAngles( outangles, step->m_angNetworkAngles );
}
}
}
}
//-----------------------------------------------------------------------------
bool CBaseEntity::UseStepSimulationNetworkOrigin( const Vector **out_v )
{
Assert( out_v );
if ( g_bTestMoveTypeStepSimulation &&
GetMoveType() == MOVETYPE_STEP &&
HasDataObjectType( STEPSIMULATION ) )
{
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
ComputeStepSimulationNetwork( step );
*out_v = &step->m_vecNetworkOrigin;
return step->m_bOriginActive;
}
return false;
}
//-----------------------------------------------------------------------------
bool CBaseEntity::UseStepSimulationNetworkAngles( const QAngle **out_a )
{
Assert( out_a );
if ( g_bTestMoveTypeStepSimulation &&
GetMoveType() == MOVETYPE_STEP &&
HasDataObjectType( STEPSIMULATION ) )
{
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
ComputeStepSimulationNetwork( step );
*out_a = &step->m_angNetworkAngles;
return step->m_bAnglesActive;
}
return false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CBaseEntity::AddStepDiscontinuity( float flTime, const Vector &vecOrigin, const QAngle &vecAngles )
{
if ((GetMoveType() != MOVETYPE_STEP ) || !HasDataObjectType( STEPSIMULATION ) )
{
return false;
}
StepSimulationData *step = ( StepSimulationData * )GetDataObject( STEPSIMULATION );
if (!step)
{
Assert( 0 );
return false;
}
step->m_Discontinuity.nTickCount = TIME_TO_TICKS( flTime );
step->m_Discontinuity.vecOrigin = vecOrigin;
AngleQuaternion( vecAngles, step->m_Discontinuity.qRotation );
return true;
}
Vector CBaseEntity::GetStepOrigin( void ) const
{
return GetLocalOrigin();
}
QAngle CBaseEntity::GetStepAngles( void ) const
{
return GetLocalAngles();
}
//-----------------------------------------------------------------------------
// Purpose: 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.
// Input : filter -
//-----------------------------------------------------------------------------
void CBaseEntity::RemoveRecipientsIfNotCloseCaptioning( CRecipientFilter& filter )
{
int c = filter.GetRecipientCount();
for ( int i = c - 1; i >= 0; --i )
{
int playerIndex = filter.GetRecipientIndex( i );
CBasePlayer *player = static_cast< CBasePlayer * >( CBaseEntity::Instance( playerIndex ) );
if ( !player )
continue;
#if !defined( _XBOX )
const char *cvarvalue = engine->GetClientConVarValue( playerIndex, "closecaption" );
Assert( cvarvalue );
if ( !cvarvalue[ 0 ] )
continue;
int value = atoi( cvarvalue );
#else
static ConVar *s_pCloseCaption = NULL;
if ( !s_pCloseCaption )
{
s_pCloseCaption = cvar->FindVar( "closecaption" );
if ( !s_pCloseCaption )
{
Error( "XBOX couldn't find closecaption convar!!!" );
}
}
int value = s_pCloseCaption->GetInt();
#endif
// No close captions?
if ( value == 0 )
{
filter.RemoveRecipient( player );
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Wrapper to emit a sentence and also a close caption token for the sentence as appropriate.
// Input : filter -
// iEntIndex -
// iChannel -
// iSentenceIndex -
// flVolume -
// iSoundlevel -
// iFlags -
// iPitch -
// bUpdatePositions -
// soundtime -
//-----------------------------------------------------------------------------
void CBaseEntity::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*/ )
{
CUtlVector< Vector > dummy;
enginesound->EmitSentenceByIndex( filter, iEntIndex, iChannel, iSentenceIndex,
flVolume, iSoundlevel, iFlags, iPitch, 0, pOrigin, pDirection, &dummy, bUpdatePositions, soundtime );
}
void CBaseEntity::SetRefEHandle( const CBaseHandle &handle )
{
m_RefEHandle = handle;
if ( edict() )
{
COMPILE_TIME_ASSERT( NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS <= 8*sizeof( edict()->m_NetworkSerialNumber ) );
edict()->m_NetworkSerialNumber = m_RefEHandle.GetSerialNumber() & ( (1 << NUM_NETWORKED_EHANDLE_SERIAL_NUMBER_BITS) - 1 );
}
}
bool CPointEntity::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "mins" ) || FStrEq( szKeyName, "maxs" ) )
{
Warning("Warning! Can't specify mins/maxs for point entities! (%s)\n", GetClassname() );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
bool CServerOnlyPointEntity::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "mins" ) || FStrEq( szKeyName, "maxs" ) )
{
Warning("Warning! Can't specify mins/maxs for point entities! (%s)\n", GetClassname() );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
bool CLogicalEntity::KeyValue( const char *szKeyName, const char *szValue )
{
if ( FStrEq( szKeyName, "mins" ) || FStrEq( szKeyName, "maxs" ) )
{
Warning("Warning! Can't specify mins/maxs for point entities! (%s)\n", GetClassname() );
return true;
}
return BaseClass::KeyValue( szKeyName, szValue );
}
//-----------------------------------------------------------------------------
// Purpose: Sets the entity invisible, and makes it remove itself on the next frame
//-----------------------------------------------------------------------------
void CBaseEntity::RemoveDeferred( void )
{
// Set our next think to remove us
SetThink( &CBaseEntity::SUB_Remove );
SetNextThink( gpGlobals->curtime + 0.1f );
// Hide us completely
AddEffects( EF_NODRAW );
AddSolidFlags( FSOLID_NOT_SOLID );
SetMoveType( MOVETYPE_NONE );
}
#define MIN_CORPSE_FADE_TIME 10.0
#define MIN_CORPSE_FADE_DIST 256.0
#define MAX_CORPSE_FADE_DIST 1500.0
//
// fade out - slowly fades a entity out, then removes it.
//
// DON'T USE ME FOR GIBS AND STUFF IN MULTIPLAYER!
// SET A FUTURE THINK AND A RENDERMODE!!
void CBaseEntity::SUB_StartFadeOut( float delay, bool notSolid )
{
SetThink( &CBaseEntity::SUB_FadeOut );
SetNextThink( gpGlobals->curtime + delay );
SetRenderColorA( 255 );
m_nRenderMode = kRenderNormal;
if ( notSolid )
{
AddSolidFlags( FSOLID_NOT_SOLID );
SetLocalAngularVelocity( vec3_angle );
}
}
void CBaseEntity::SUB_StartFadeOutInstant()
{
SUB_StartFadeOut( 0, true );
}
//-----------------------------------------------------------------------------
// Purpose: Vanish when players aren't looking
//-----------------------------------------------------------------------------
void CBaseEntity::SUB_Vanish( void )
{
//Always think again next frame
SetNextThink( gpGlobals->curtime + 0.1f );
CBasePlayer *pPlayer;
//Get all players
for ( int i = 1; i <= gpGlobals->maxClients; i++ )
{
//Get the next client
if ( ( pPlayer = UTIL_PlayerByIndex( i ) ) != NULL )
{
Vector corpseDir = (GetAbsOrigin() - pPlayer->WorldSpaceCenter() );
float flDistSqr = corpseDir.LengthSqr();
//If the player is close enough, don't fade out
if ( flDistSqr < (MIN_CORPSE_FADE_DIST*MIN_CORPSE_FADE_DIST) )
return;
// If the player's far enough away, we don't care about looking at it
if ( flDistSqr < (MAX_CORPSE_FADE_DIST*MAX_CORPSE_FADE_DIST) )
{
VectorNormalize( corpseDir );
Vector plForward;
pPlayer->EyeVectors( &plForward );
float dot = plForward.Dot( corpseDir );
if ( dot > 0.0f )
return;
}
}
}
//If we're here, then we can vanish safely
m_iHealth = 0;
SetThink( &CBaseEntity::SUB_Remove );
}
void CBaseEntity::SUB_PerformFadeOut( void )
{
float dt = gpGlobals->frametime;
if ( dt > 0.1f )
{
dt = 0.1f;
}
m_nRenderMode = kRenderTransTexture;
int speed = MAX(1,256*dt); // fade out over 1 second
SetRenderColorA( UTIL_Approach( 0, m_clrRender->a, speed ) );
}
bool CBaseEntity::SUB_AllowedToFade( void )
{
if( VPhysicsGetObject() )
{
if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE )
return false;
}
// on Xbox, allow these to fade out
#ifndef _XBOX
CBasePlayer *pPlayer = ( AI_IsSinglePlayer() ) ? UTIL_GetLocalPlayer() : NULL;
if ( pPlayer && pPlayer->FInViewCone( this ) )
return false;
#endif
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Fade out slowly
//-----------------------------------------------------------------------------
void CBaseEntity::SUB_FadeOut( void )
{
if ( SUB_AllowedToFade() == false )
{
SetNextThink( gpGlobals->curtime + 1 );
SetRenderColorA( 255 );
return;
}
SUB_PerformFadeOut();
if ( m_clrRender->a == 0 )
{
UTIL_Remove(this);
}
else
{
SetNextThink( gpGlobals->curtime );
}
}
inline bool AnyPlayersInHierarchy_R( CBaseEntity *pEnt )
{
if ( pEnt->IsPlayer() )
return true;
for ( CBaseEntity *pCur = pEnt->FirstMoveChild(); pCur; pCur=pCur->NextMovePeer() )
{
if ( AnyPlayersInHierarchy_R( pCur ) )
return true;
}
return false;
}
void CBaseEntity::RecalcHasPlayerChildBit()
{
if ( AnyPlayersInHierarchy_R( this ) )
AddEFlags( EFL_HAS_PLAYER_CHILD );
else
RemoveEFlags( EFL_HAS_PLAYER_CHILD );
}
bool CBaseEntity::DoesHavePlayerChild()
{
return IsEFlagSet( EFL_HAS_PLAYER_CHILD );
}
//------------------------------------------------------------------------------
void CBaseEntity::IncrementInterpolationFrame()
{
m_ubInterpolationFrame = (m_ubInterpolationFrame + 1) % NOINTERP_PARITY_MAX;
}
//------------------------------------------------------------------------------
void CBaseEntity::OnModelLoadComplete( const model_t* model )
{
Assert( m_bDynamicModelPending && IsDynamicModelIndex( m_nModelIndex ) );
Assert( model == modelinfo->GetModel( m_nModelIndex ) );
m_bDynamicModelPending = false;
if ( m_bDynamicModelSetBounds )
{
m_bDynamicModelSetBounds = false;
SetCollisionBoundsFromModel();
}
OnNewModel();
}
//------------------------------------------------------------------------------
void CBaseEntity::SetCollisionBoundsFromModel()
{
if ( IsDynamicModelLoading() )
{
m_bDynamicModelSetBounds = true;
return;
}
if ( const model_t *pModel = GetModel() )
{
Vector mns, mxs;
modelinfo->GetModelBounds( pModel, mns, mxs );
UTIL_SetSize( this, mns, mxs );
}
}
//------------------------------------------------------------------------------
// Purpose: Create an NPC of the given type
//------------------------------------------------------------------------------
void CC_Ent_Create( const CCommand& args )
{
MDLCACHE_CRITICAL_SECTION();
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if (!pPlayer)
{
return;
}
// Don't allow regular users to create point_servercommand entities for the same reason as blocking ent_fire
if ( !Q_stricmp( args[1], "point_servercommand" ) )
{
if ( engine->IsDedicatedServer() )
{
// We allow people with disabled autokick to do it, because they already have rcon.
if ( pPlayer->IsAutoKickDisabled() == false )
return;
}
else if ( gpGlobals->maxClients > 1 )
{
// On listen servers with more than 1 player, only allow the host to create point_servercommand.
CBasePlayer *pHostPlayer = UTIL_GetListenServerHost();
if ( pPlayer != pHostPlayer )
return;
}
}
bool allowPrecache = CBaseEntity::IsPrecacheAllowed();
CBaseEntity::SetAllowPrecache( true );
// Try to create entity
CBaseEntity *entity = dynamic_cast< CBaseEntity * >( CreateEntityByName(args[1]) );
if (entity)
{
entity->Precache();
// Pass in any additional parameters.
for ( int i = 2; i + 1 < args.ArgC(); i += 2 )
{
const char *pKeyName = args[i];
const char *pValue = args[i+1];
entity->KeyValue( pKeyName, pValue );
}
DispatchSpawn(entity);
// Now attempt to drop into the world
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
UTIL_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_SOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
// Raise the end position a little up off the floor, place the npc and drop him down
tr.endpos.z += 12;
entity->Teleport( &tr.endpos, NULL, NULL );
UTIL_DropToFloor( entity, MASK_SOLID );
}
entity->Activate();
}
CBaseEntity::SetAllowPrecache( allowPrecache );
}
static ConCommand ent_create("ent_create", CC_Ent_Create, "Creates an entity of the given type where the player is looking. Additional parameters can be passed in in the form: ent_create <entity name> <param 1 name> <param 1> <param 2 name> <param 2>...<param N name> <param N>", FCVAR_GAMEDLL | FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Teleport a specified entity to where the player is looking
//------------------------------------------------------------------------------
bool CC_GetCommandEnt( const CCommand& args, CBaseEntity **ent, Vector *vecTargetPoint, QAngle *vecPlayerAngle )
{
// Find the entity
*ent = NULL;
// First try using it as an entindex
int iEntIndex = atoi( args[1] );
if ( iEntIndex )
{
*ent = CBaseEntity::Instance( iEntIndex );
}
else
{
// Try finding it by name
*ent = gEntList.FindEntityByName( NULL, args[1] );
if ( !*ent )
{
// Finally, try finding it by classname
*ent = gEntList.FindEntityByClassname( NULL, args[1] );
}
}
if ( !*ent )
{
Msg( "Couldn't find any entity named '%s'\n", args[1] );
return false;
}
CBasePlayer *pPlayer = UTIL_GetCommandClient();
if ( !pPlayer )
{
Msg( "Command must originate from a player\n" );
return false;
}
if ( vecTargetPoint )
{
trace_t tr;
Vector forward;
pPlayer->EyeVectors( &forward );
UTIL_TraceLine(pPlayer->EyePosition(),
pPlayer->EyePosition() + forward * MAX_TRACE_LENGTH,MASK_NPCSOLID,
pPlayer, COLLISION_GROUP_NONE, &tr );
if ( tr.fraction != 1.0 )
{
*vecTargetPoint = tr.endpos;
}
}
if ( vecPlayerAngle )
{
*vecPlayerAngle = pPlayer->EyeAngles();
}
return true;
}
//------------------------------------------------------------------------------
// Purpose: Teleport a specified entity to where the player is looking
//------------------------------------------------------------------------------
void CC_Ent_Teleport( const CCommand& args )
{
if ( args.ArgC() < 2 )
{
Msg( "Format: ent_teleport <entity name>\n" );
return;
}
CBaseEntity *pEnt;
Vector vecTargetPoint;
if ( CC_GetCommandEnt( args, &pEnt, &vecTargetPoint, NULL ) )
{
pEnt->Teleport( &vecTargetPoint, NULL, NULL );
}
}
static ConCommand ent_teleport("ent_teleport", CC_Ent_Teleport, "Teleport the specified entity to where the player is looking.\n\tFormat: ent_teleport <entity name>", FCVAR_CHEAT);
//------------------------------------------------------------------------------
// Purpose: Orient a specified entity to match the player's angles
//------------------------------------------------------------------------------
void CC_Ent_Orient( const CCommand& args )
{
if ( args.ArgC() < 2 )
{
Msg( "Format: ent_orient <entity name> <optional: allangles>\n" );
return;
}
CBaseEntity *pEnt;
QAngle vecPlayerAngles;
if ( CC_GetCommandEnt( args, &pEnt, NULL, &vecPlayerAngles ) )
{
QAngle vecEntAngles = pEnt->GetAbsAngles();
if ( args.ArgC() == 3 && !Q_strncmp( args[2], "allangles", 9 ) )
{
vecEntAngles = vecPlayerAngles;
}
else
{
vecEntAngles[YAW] = vecPlayerAngles[YAW];
}
pEnt->SetAbsAngles( vecEntAngles );
}
}
static ConCommand ent_orient("ent_orient", CC_Ent_Orient, "Orient the specified entity to match the player's angles. By default, only orients target entity's YAW. Use the 'allangles' option to orient on all axis.\n\tFormat: ent_orient <entity name> <optional: allangles>", FCVAR_CHEAT);