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187 lines
5.6 KiB
187 lines
5.6 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 ROPE_H |
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#define ROPE_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "baseentity.h" |
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#include "positionwatcher.h" |
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class CRopeKeyframe : public CBaseEntity, public IPositionWatcher |
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{ |
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DECLARE_CLASS( CRopeKeyframe, CBaseEntity ); |
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public: |
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DECLARE_SERVERCLASS(); |
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DECLARE_DATADESC(); |
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CRopeKeyframe(); |
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virtual ~CRopeKeyframe(); |
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// Create a rope and attach it to two entities. |
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// Attachment points on the entities are optional. |
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static CRopeKeyframe* Create( |
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CBaseEntity *pStartEnt, |
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CBaseEntity *pEndEnt, |
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int iStartAttachment=0, |
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int iEndAttachment=0, |
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int ropeWidth = 2, |
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const char *pMaterialName = "cable/cable.vmt", // Note: whoever creates the rope must |
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// use PrecacheModel for whatever material |
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// it specifies here. |
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int numSegments = 5, |
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const char *pClassName = "keyframe_rope" |
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); |
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static CRopeKeyframe* CreateWithSecondPointDetached( |
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CBaseEntity *pStartEnt, |
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int iStartAttachment = 0, // must be 0 if you don't want to use a specific model attachment. |
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int ropeLength = 20, |
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int ropeWidth = 2, |
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const char *pMaterialName = "cable/cable.vmt", // Note: whoever creates the rope |
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// use PrecacheModel for whatever material |
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// it specifies here. |
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int numSegments = 5, |
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bool bInitialHang = false, |
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const char *pClassName = "keyframe_rope" |
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); |
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bool SetupHangDistance( float flHangDist ); |
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void ActivateStartDirectionConstraints( bool bEnable ); |
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void ActivateEndDirectionConstraints( bool bEnable ); |
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// Shakes all ropes near vCenter. The higher flMagnitude is, the larger the shake will be. |
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static void ShakeRopes( const Vector &vCenter, float flRadius, float flMagnitude ); |
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static void PrecacheShakeRopes(); |
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// CBaseEntity overrides. |
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public: |
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// don't cross transitions |
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virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION; } |
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virtual void Activate(); |
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virtual void Precache(); |
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virtual void Spawn( void ); |
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virtual int OnTakeDamage( const CTakeDamageInfo &info ); |
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virtual bool KeyValue( const char *szKeyName, const char *szValue ); |
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void PropagateForce(CBaseEntity *pActivator, CBaseEntity *pCaller, CBaseEntity *pFirstLink, float x, float y, float z); |
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// Once-off length recalculation |
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void RecalculateLength( void ); |
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// Kill myself when I next come to rest |
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void DieAtNextRest( void ); |
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virtual int UpdateTransmitState(void); |
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways ); |
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virtual void SetParent( CBaseEntity *pParentEntity, int iAttachment ); |
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// Input functions. |
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public: |
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void InputSetScrollSpeed( inputdata_t &inputdata ); |
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void InputSetForce( inputdata_t &inputdata ); |
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void InputBreak( inputdata_t &inputdata ); |
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public: |
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bool Break( void ); |
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void DetachPoint( int iPoint ); |
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void EndpointsChanged(); |
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// By default, ropes don't collide with the world. Call this to enable it. |
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void EnableCollision(); |
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// Toggle wind. |
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void EnableWind( bool bEnable ); |
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CBaseEntity* GetStartPoint() { return m_hStartPoint.Get(); } |
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int GetStartAttachment() { return m_iStartAttachment; }; |
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CBaseEntity* GetEndPoint() { return m_hEndPoint.Get(); } |
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int GetEndAttachment() { return m_iEndAttachment; }; |
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void SetStartPoint( CBaseEntity *pStartPoint, int attachment = 0 ); |
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void SetEndPoint( CBaseEntity *pEndPoint, int attachment = 0 ); |
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// See ROPE_PLAYER_WPN_ATTACH for info. |
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void EnablePlayerWeaponAttach( bool bAttach ); |
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// IPositionWatcher |
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virtual void NotifyPositionChanged( CBaseEntity *pEntity ); |
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private: |
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// Unless this is called during initialization, the caller should have done |
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// PrecacheModel on whatever material they specify in here. |
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void SetMaterial( const char *pName ); |
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protected: |
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void SetAttachmentPoint( CBaseHandle &hOutEnt, short &iOutAttachment, CBaseEntity *pEnt, int iAttachment ); |
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// This is normally called by Activate but if you create the rope at runtime, |
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// you must call it after you have setup its variables. |
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virtual void Init(); |
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private: |
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// These work just like the client-side versions. |
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bool GetEndPointPos2( CBaseEntity *pEnt, int iAttachment, Vector &v ); |
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bool GetEndPointPos( int iPt, Vector &v ); |
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void UpdateBBox( bool bForceRelink ); |
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public: |
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CNetworkVar( int, m_RopeFlags ); // Combination of ROPE_ defines in rope_shared.h |
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string_t m_iNextLinkName; |
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CNetworkVar( int, m_Slack ); |
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CNetworkVar( float, m_Width ); |
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CNetworkVar( float, m_TextureScale ); |
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CNetworkVar( int, m_nSegments ); // Number of segments. |
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CNetworkVar( bool, m_bConstrainBetweenEndpoints ); |
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string_t m_strRopeMaterialModel; |
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CNetworkVar( int, m_iRopeMaterialModelIndex ); // Index of sprite model with the rope's material. |
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// Number of subdivisions in between segments. |
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CNetworkVar( int, m_Subdiv ); |
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// Used simply to wake up rope on the client side if it has gone to sleep |
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CNetworkVar( unsigned char, m_nChangeCount ); |
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//EHANDLE m_hNextLink; |
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CNetworkVar( int, m_RopeLength ); // Rope length at startup, used to calculate tension. |
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CNetworkVar( int, m_fLockedPoints ); |
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bool m_bCreatedFromMapFile; // set to false when creating at runtime |
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CNetworkVar( float, m_flScrollSpeed ); |
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private: |
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// Used to detect changes. |
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bool m_bStartPointValid; |
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bool m_bEndPointValid; |
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CNetworkHandle( CBaseEntity, m_hStartPoint ); // StartPoint/EndPoint are entities |
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CNetworkHandle( CBaseEntity, m_hEndPoint ); |
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CNetworkVar( short, m_iStartAttachment ); // StartAttachment/EndAttachment are attachment points. |
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CNetworkVar( short, m_iEndAttachment ); |
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}; |
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#endif // ROPE_H
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