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162 lines
3.7 KiB
162 lines
3.7 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#ifndef CBASE_H |
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#define CBASE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#ifdef _WIN32 |
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// Silence certain warnings |
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#pragma warning(disable : 4244) // int or float down-conversion |
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#pragma warning(disable : 4305) // int or float data truncation |
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#pragma warning(disable : 4201) // nameless struct/union |
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#pragma warning(disable : 4511) // copy constructor could not be generated |
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#pragma warning(disable : 4675) // resolved overload was found by argument dependent lookup |
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#endif |
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#ifdef _DEBUG |
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#define DEBUG 1 |
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#endif |
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// Misc C-runtime library headers |
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#include <math.h> |
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#include <stdio.h> |
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// tier 0 |
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#include "tier0/dbg.h" |
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#include "tier0/platform.h" |
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#include "basetypes.h" |
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// tier 1 |
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#include "tier1/strtools.h" |
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#include "utlvector.h" |
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#include "mathlib/vmatrix.h" |
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// tier 2 |
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#include "string_t.h" |
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// tier 3 |
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#include "vphysics_interface.h" |
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#ifdef IS_WINDOWS_PC |
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#define SERVER_USES_VGUI 1 |
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#endif |
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// Shared engine/DLL constants |
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#include "const.h" |
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#include "edict.h" |
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// Shared header describing protocol between engine and DLLs |
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#include "eiface.h" |
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#include "iserverentity.h" |
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#include "dt_send.h" |
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// Shared header between the client DLL and the game DLLs |
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#include "shareddefs.h" |
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#include "ehandle.h" |
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// app |
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#if defined(_X360) |
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#define DISABLE_DEBUG_HISTORY 1 |
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#endif |
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#include "datamap.h" |
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#include "util.h" |
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#include "predictable_entity.h" |
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#include "predictableid.h" |
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#include "variant_t.h" |
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#include "takedamageinfo.h" |
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#include "utllinkedlist.h" |
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#include "touchlink.h" |
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#include "groundlink.h" |
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#include "base_transmit_proxy.h" |
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#include "soundflags.h" |
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#include "networkvar.h" |
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#include "sharedvar.h" |
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#include "baseentity_shared.h" |
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#include "basetoggle.h" |
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#include "igameevents.h" |
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// saverestore.h declarations |
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class ISave; |
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class IRestore; |
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// maximum number of targets a single multi_manager entity may be assigned. |
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#define MAX_MULTI_TARGETS 16 |
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// NPCEvent.h declarations |
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struct animevent_t; |
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struct studiohdr_t; |
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class CStudioHdr; |
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extern void FireTargets( const char *targetName, CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ); |
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// people gib if their health is <= this at the time of death |
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#define GIB_HEALTH_VALUE -30 |
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#define MAX_OLD_ENEMIES 4 // how many old enemies to remember |
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// used by suit voice to indicate damage sustained and repaired type to player |
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enum |
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{ |
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itbd_Paralyze = 0, |
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itbd_NerveGas, |
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itbd_PoisonRecover, |
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itbd_Radiation, |
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itbd_DrownRecover, |
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itbd_Acid, |
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itbd_SlowBurn, |
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itbd_SlowFreeze, |
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// Must be last! |
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CDMG_TIMEBASED |
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}; |
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// when calling KILLED(), a value that governs gib behavior is expected to be |
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// one of these three values |
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#define GIB_NORMAL 0// gib if entity was overkilled |
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#define GIB_NEVER 1// never gib, no matter how much death damage is done ( freezing, etc ) |
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#define GIB_ALWAYS 2// always gib |
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class CAI_BaseNPC; |
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class CAI_ScriptedSequence; |
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class CSound; |
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#ifdef _XBOX |
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//#define FUNCTANK_AUTOUSE We haven't made the decision to use this yet (sjb) |
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#else |
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#undef FUNCTANK_AUTOUSE |
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#endif//_XBOX |
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// This is a precompiled header. Include a bunch of common stuff. |
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// This is kind of ugly in that it adds a bunch of dependency where it isn't needed. |
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// But on balance, the compile time is much lower (even incrementally) once the precompiled |
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// headers contain these headers. |
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#include "precache_register.h" |
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#include "baseanimating.h" |
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#include "basecombatweapon.h" |
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#include "basecombatcharacter.h" |
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#include "gamerules.h" |
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#include "entitylist.h" |
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#include "basetempentity.h" |
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#include "player.h" |
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#include "te.h" |
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#include "physics.h" |
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#include "ndebugoverlay.h" |
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#include "recipientfilter.h" |
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#include "npcevent.h" |
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#include "vprof.h" |
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#endif // CBASE_H
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