Protection System For Counter-Strike 1.6
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

219 lines
7.6 KiB

/***
*
* Copyright (c) 1999, 2000, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
// pm_defs.h
#if !defined( PM_DEFSH )
#define PM_DEFSH
#pragma once
#define MAX_PHYSENTS 600 // Must have room for all entities in the world.
#define MAX_MOVEENTS 64
#define MAX_CLIP_PLANES 5
#define PM_NORMAL 0x00000000
#define PM_STUDIO_IGNORE 0x00000001 // Skip studio models
#define PM_STUDIO_BOX 0x00000002 // Use boxes for non-complex studio models (even in traceline)
#define PM_GLASS_IGNORE 0x00000004 // Ignore entities with non-normal rendermode
#define PM_WORLD_ONLY 0x00000008 // Only trace against the world
// Values for flags parameter of PM_TraceLine
#define PM_TRACELINE_ANYVISIBLE 0
#define PM_TRACELINE_PHYSENTSONLY 1
#include "pm_info.h"
// PM_PlayerTrace results.
//#include "engine/pmtrace.h"
#if !defined ( USERCMD_H )
#include "usercmd.h"
#endif
// physent_t
typedef struct physent_s
{
char name[32]; // Name of model, or "player" or "world".
int player;
vec3_t origin; // Model's origin in world coordinates.
struct model_s *model; // only for bsp models
struct model_s *studiomodel; // SOLID_BBOX, but studio clip intersections.
vec3_t mins, maxs; // only for non-bsp models
int info; // For client or server to use to identify (index into edicts or cl_entities)
vec3_t angles; // rotated entities need this info for hull testing to work.
int solid; // Triggers and func_door type WATER brushes are SOLID_NOT
int skin; // BSP Contents for such things like fun_door water brushes.
int rendermode; // So we can ignore glass
// Complex collision detection.
float frame;
int sequence;
byte controller[4];
byte blending[2];
int movetype;
int takedamage;
int blooddecal;
int team;
int classnumber;
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
} physent_t;
typedef struct playermove_s playermove_t;
struct playermove_s
{
int player_index; // So we don't try to run the PM_CheckStuck nudging too quickly.
qboolean server; // For debugging, are we running physics code on server side?
qboolean multiplayer; // 1 == multiplayer server
float time; // realtime on host, for reckoning duck timing
float frametime; // Duration of this frame
vec3_t forward, right, up; // Vectors for angles
// player state
vec3_t origin; // Movement origin.
vec3_t angles; // Movement view angles.
vec3_t oldangles; // Angles before movement view angles were looked at.
vec3_t velocity; // Current movement direction.
vec3_t movedir; // For waterjumping, a forced forward velocity so we can fly over lip of ledge.
vec3_t basevelocity; // Velocity of the conveyor we are standing, e.g.
// For ducking/dead
vec3_t view_ofs; // Our eye position.
float flDuckTime; // Time we started duck
qboolean bInDuck; // In process of ducking or ducked already?
// For walking/falling
int flTimeStepSound; // Next time we can play a step sound
int iStepLeft;
float flFallVelocity;
vec3_t punchangle;
float flSwimTime;
float flNextPrimaryAttack;
int effects; // MUZZLE FLASH, e.g.
int flags; // FL_ONGROUND, FL_DUCKING, etc.
int usehull; // 0 = regular player hull, 1 = ducked player hull, 2 = point hull
float gravity; // Our current gravity and friction.
float friction;
int oldbuttons; // Buttons last usercmd
float waterjumptime; // Amount of time left in jumping out of water cycle.
qboolean dead; // Are we a dead player?
int deadflag;
int spectator; // Should we use spectator physics model?
int movetype; // Our movement type, NOCLIP, WALK, FLY
int onground;
int waterlevel;
int watertype;
int oldwaterlevel;
char sztexturename[256];
char chtexturetype;
float maxspeed;
float clientmaxspeed; // Player specific maxspeed
// For mods
int iuser1;
int iuser2;
int iuser3;
int iuser4;
float fuser1;
float fuser2;
float fuser3;
float fuser4;
vec3_t vuser1;
vec3_t vuser2;
vec3_t vuser3;
vec3_t vuser4;
// world state
// Number of entities to clip against.
int numphysent;
physent_t physents[MAX_PHYSENTS];
// Number of momvement entities (ladders)
int nummoveent;
// just a list of ladders
physent_t moveents[MAX_MOVEENTS];
// All things being rendered, for tracing against things you don't actually collide with
int numvisent;
physent_t visents[ MAX_PHYSENTS ];
// input to run through physics.
usercmd_t cmd;
// Trace results for objects we collided with.
int numtouch;
pmtrace_t touchindex[MAX_PHYSENTS];
char physinfo[ MAX_PHYSINFO_STRING ]; // Physics info string
struct movevars_s *movevars;
vec3_t player_mins[ 4 ];
vec3_t player_maxs[ 4 ];
// Common functions
const char *(*PM_Info_ValueForKey) ( const char *s, const char *key );
void (*PM_Particle)( vec3_t origin, int color, float life, int zpos, int zvel);
int (*PM_TestPlayerPosition) (vec3_t pos, pmtrace_t *ptrace );
void (*Con_NPrintf)( int idx, char *fmt, ... );
void (*Con_DPrintf)( char *fmt, ... );
void (*Con_Printf)( char *fmt, ... );
double (*Sys_FloatTime)( void );
void (*PM_StuckTouch)( int hitent, pmtrace_t *ptraceresult );
int (*PM_PointContents) (vec3_t p, int *truecontents /*filled in if this is non-null*/ );
int (*PM_TruePointContents) (vec3_t p);
int (*PM_HullPointContents) ( struct hull_s *hull, int num, vec3_t p);
pmtrace_t (*PM_PlayerTrace) (vec3_t start, vec3_t end, int traceFlags, int ignore_pe );
struct pmtrace_s *(*PM_TraceLine)( float *start, float *end, int flags, int usehull, int ignore_pe );
long (*RandomLong)( long lLow, long lHigh );
float (*RandomFloat)( float flLow, float flHigh );
int (*PM_GetModelType)( struct model_s *mod );
void (*PM_GetModelBounds)( struct model_s *mod, vec3_t mins, vec3_t maxs );
void *(*PM_HullForBsp)( physent_t *pe, vec3_t offset );
float (*PM_TraceModel)( physent_t *pEnt, vec3_t start, vec3_t end, trace_t *trace );
int (*COM_FileSize)(char *filename);
byte *(*COM_LoadFile) (char *path, int usehunk, int *pLength);
void (*COM_FreeFile) ( void *buffer );
char *(*memfgets)( byte *pMemFile, int fileSize, int *pFilePos, char *pBuffer, int bufferSize );
// Functions
// Run functions for this frame?
qboolean runfuncs;
void (*PM_PlaySound) ( int channel, const char *sample, float volume, float attenuation, int fFlags, int pitch );
const char *(*PM_TraceTexture) ( int ground, vec3_t vstart, vec3_t vend );
void (*PM_PlaybackEventFull) ( int flags, int clientindex, unsigned short eventindex, float delay, float *origin, float *angles, float fparam1, float fparam2, int iparam1, int iparam2, int bparam1, int bparam2 );
};
#endif