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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/shared/baseentity_shared.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/shared/baseentity_shared.h')
| -rw-r--r-- | game/shared/baseentity_shared.h | 314 |
1 files changed, 314 insertions, 0 deletions
diff --git a/game/shared/baseentity_shared.h b/game/shared/baseentity_shared.h new file mode 100644 index 0000000..52a90ab --- /dev/null +++ b/game/shared/baseentity_shared.h @@ -0,0 +1,314 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#ifndef BASEENTITY_SHARED_H +#define BASEENTITY_SHARED_H +#ifdef _WIN32 +#pragma once +#endif + + +extern ConVar hl2_episodic; + +// Simple shared header file for common base entities + +// entity capabilities +// These are caps bits to indicate what an object's capabilities (currently used for +USE, save/restore and level transitions) +#define FCAP_MUST_SPAWN 0x00000001 // Spawn after restore +#define FCAP_ACROSS_TRANSITION 0x00000002 // should transfer between transitions +// UNDONE: This will ignore transition volumes (trigger_transition), but not the PVS!!! +#define FCAP_FORCE_TRANSITION 0x00000004 // ALWAYS goes across transitions +#define FCAP_NOTIFY_ON_TRANSITION 0x00000008 // Entity will receive Inside/Outside transition inputs when a transition occurs + +#define FCAP_IMPULSE_USE 0x00000010 // can be used by the player +#define FCAP_CONTINUOUS_USE 0x00000020 // can be used by the player +#define FCAP_ONOFF_USE 0x00000040 // can be used by the player +#define FCAP_DIRECTIONAL_USE 0x00000080 // Player sends +/- 1 when using (currently only tracktrains) +// NOTE: Normally +USE only works in direct line of sight. Add these caps for additional searches +#define FCAP_USE_ONGROUND 0x00000100 +#define FCAP_USE_IN_RADIUS 0x00000200 +#define FCAP_SAVE_NON_NETWORKABLE 0x00000400 + +#define FCAP_MASTER 0x10000000 // Can be used to "master" other entities (like multisource) +#define FCAP_WCEDIT_POSITION 0x40000000 // Can change position and update Hammer in edit mode +#define FCAP_DONT_SAVE 0x80000000 // Don't save this + + +// How many bits are used to transmit parent attachment indices? +#define NUM_PARENTATTACHMENT_BITS 6 + +// Maximum number of vphysics objects per entity +#define VPHYSICS_MAX_OBJECT_LIST_COUNT 1024 + +//----------------------------------------------------------------------------- +// For invalidate physics recursive +//----------------------------------------------------------------------------- +enum InvalidatePhysicsBits_t +{ + POSITION_CHANGED = 0x1, + ANGLES_CHANGED = 0x2, + VELOCITY_CHANGED = 0x4, + ANIMATION_CHANGED = 0x8, +}; + + +#if defined( CLIENT_DLL ) +#include "c_baseentity.h" +#include "c_baseanimating.h" +#else +#include "baseentity.h" + +#ifdef HL2_EPISODIC + #include "info_darknessmode_lightsource.h" +#endif // HL2_EPISODIC + +#endif + +#if !defined( NO_ENTITY_PREDICTION ) +// CBaseEntity inlines +inline bool CBaseEntity::IsPlayerSimulated( void ) const +{ + return m_bIsPlayerSimulated; +} + +inline CBasePlayer *CBaseEntity::GetSimulatingPlayer( void ) +{ + return m_hPlayerSimulationOwner; +} +#endif + +inline MoveType_t CBaseEntity::GetMoveType() const +{ + return (MoveType_t)(unsigned char)m_MoveType; +} + +inline MoveCollide_t CBaseEntity::GetMoveCollide() const +{ + return (MoveCollide_t)(unsigned char)m_MoveCollide; +} + +//----------------------------------------------------------------------------- +// Collision group accessors +//----------------------------------------------------------------------------- +inline int CBaseEntity::GetCollisionGroup() const +{ + return m_CollisionGroup; +} + +inline int CBaseEntity::GetFlags( void ) const +{ + return m_fFlags; +} + +inline bool CBaseEntity::IsAlive( void ) +{ + return m_lifeState == LIFE_ALIVE; +} + +inline CBaseEntity *CBaseEntity::GetOwnerEntity() const +{ + return m_hOwnerEntity.Get(); +} + +inline CBaseEntity *CBaseEntity::GetEffectEntity() const +{ + return m_hEffectEntity.Get(); +} + +inline int CBaseEntity::GetPredictionRandomSeed( bool bUseUnSyncedServerPlatTime ) +{ +#ifdef GAME_DLL + return bUseUnSyncedServerPlatTime ? m_nPredictionRandomSeedServer : m_nPredictionRandomSeed; +#else + return m_nPredictionRandomSeed; +#endif +} + +inline CBasePlayer *CBaseEntity::GetPredictionPlayer( void ) +{ + return m_pPredictionPlayer; +} + +inline void CBaseEntity::SetPredictionPlayer( CBasePlayer *player ) +{ + m_pPredictionPlayer = player; +} + + +inline bool CBaseEntity::IsSimulatedEveryTick() const +{ + return m_bSimulatedEveryTick; +} + +inline bool CBaseEntity::IsAnimatedEveryTick() const +{ + return m_bAnimatedEveryTick; +} + +inline void CBaseEntity::SetSimulatedEveryTick( bool sim ) +{ + if ( m_bSimulatedEveryTick != sim ) + { + m_bSimulatedEveryTick = sim; +#ifdef CLIENT_DLL + Interp_UpdateInterpolationAmounts( GetVarMapping() ); +#endif + } +} + +inline void CBaseEntity::SetAnimatedEveryTick( bool anim ) +{ + if ( m_bAnimatedEveryTick != anim ) + { + m_bAnimatedEveryTick = anim; +#ifdef CLIENT_DLL + Interp_UpdateInterpolationAmounts( GetVarMapping() ); +#endif + } +} + +inline float CBaseEntity::GetAnimTime() const +{ + return m_flAnimTime; +} + +inline float CBaseEntity::GetSimulationTime() const +{ + return m_flSimulationTime; +} + +inline void CBaseEntity::SetAnimTime( float at ) +{ + m_flAnimTime = at; +} + +inline void CBaseEntity::SetSimulationTime( float st ) +{ + m_flSimulationTime = st; +} + +inline int CBaseEntity::GetEffects( void ) const +{ + return m_fEffects; +} + +inline void CBaseEntity::RemoveEffects( int nEffects ) +{ +#if !defined( CLIENT_DLL ) +#ifdef HL2_EPISODIC + if ( nEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) ) + { + // Hack for now, to avoid player emitting radius with his flashlight + if ( !IsPlayer() ) + { + RemoveEntityFromDarknessCheck( this ); + } + } +#endif // HL2_EPISODIC +#endif // !CLIENT_DLL + + m_fEffects &= ~nEffects; + if ( nEffects & EF_NODRAW ) + { +#ifndef CLIENT_DLL + NetworkProp()->MarkPVSInformationDirty(); + DispatchUpdateTransmitState(); +#else + UpdateVisibility(); +#endif + } +} + +inline void CBaseEntity::ClearEffects( void ) +{ +#if !defined( CLIENT_DLL ) +#ifdef HL2_EPISODIC + if ( m_fEffects & (EF_BRIGHTLIGHT|EF_DIMLIGHT) ) + { + // Hack for now, to avoid player emitting radius with his flashlight + if ( !IsPlayer() ) + { + RemoveEntityFromDarknessCheck( this ); + } + } +#endif // HL2_EPISODIC +#endif // !CLIENT_DLL + + m_fEffects = 0; +#ifndef CLIENT_DLL + DispatchUpdateTransmitState(); +#else + UpdateVisibility(); +#endif +} + +inline bool CBaseEntity::IsEffectActive( int nEffects ) const +{ + return (m_fEffects & nEffects) != 0; +} + +// Shared EntityMessage between game and client .dlls +#define BASEENTITY_MSG_REMOVE_DECALS 1 + +extern float k_flMaxEntityPosCoord; +extern float k_flMaxEntityEulerAngle; +extern float k_flMaxEntitySpeed; +extern float k_flMaxEntitySpinRate; + +inline bool IsEntityCoordinateReasonable ( const vec_t c ) +{ + float r = k_flMaxEntityPosCoord; + return c > -r && c < r; +} + +inline bool IsEntityPositionReasonable( const Vector &v ) +{ + float r = k_flMaxEntityPosCoord; + return + v.x > -r && v.x < r && + v.y > -r && v.y < r && + v.z > -r && v.z < r; +} + +// Returns: +// -1 - velocity is really, REALLY bad and probably should be rejected. +// 0 - velocity was suspicious and clamped. +// 1 - velocity was OK and not modified +extern int CheckEntityVelocity( Vector &v ); + +inline bool IsEntityQAngleReasonable( const QAngle &q ) +{ + float r = k_flMaxEntityEulerAngle; + return + q.x > -r && q.x < r && + q.y > -r && q.y < r && + q.z > -r && q.z < r; +} + +// Angular velocity in exponential map form +inline bool IsEntityAngularVelocityReasonable( const Vector &q ) +{ + float r = k_flMaxEntitySpinRate; + return + q.x > -r && q.x < r && + q.y > -r && q.y < r && + q.z > -r && q.z < r; +} + +// Angular velocity of each Euler angle. +inline bool IsEntityQAngleVelReasonable( const QAngle &q ) +{ + float r = k_flMaxEntitySpinRate; + return + q.x > -r && q.x < r && + q.y > -r && q.y < r && + q.z > -r && q.z < r; +} + +extern bool CheckEmitReasonablePhysicsSpew(); + +#endif // BASEENTITY_SHARED_H |