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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_te_legacytempents.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_te_legacytempents.h')
| -rw-r--r-- | mp/src/game/client/c_te_legacytempents.h | 221 |
1 files changed, 221 insertions, 0 deletions
diff --git a/mp/src/game/client/c_te_legacytempents.h b/mp/src/game/client/c_te_legacytempents.h new file mode 100644 index 00000000..8027d7f7 --- /dev/null +++ b/mp/src/game/client/c_te_legacytempents.h @@ -0,0 +1,221 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+#if !defined( C_TE_LEGACYTEMPENTS_H )
+#define C_TE_LEGACYTEMPENTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+class C_BaseEntity;
+class C_LocalTempEntity;
+struct model_t;
+
+#include "mempool.h"
+#include "utllinkedlist.h"
+
+#if defined( CSTRIKE_DLL ) || defined( SDK_DLL )
+enum
+{
+ CS_SHELL_9MM = 0,
+ CS_SHELL_57,
+ CS_SHELL_12GAUGE,
+ CS_SHELL_556,
+ CS_SHELL_762NATO,
+ CS_SHELL_338MAG
+};
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Interface for lecacy temp entities
+//-----------------------------------------------------------------------------
+abstract_class ITempEnts
+{
+public:
+ virtual ~ITempEnts() {}
+
+ virtual void Init( void ) = 0;
+ virtual void Shutdown( void ) = 0;
+ virtual void LevelInit() = 0;
+ virtual void LevelShutdown() = 0;
+
+ virtual void Update( void ) = 0;
+ virtual void Clear( void ) = 0;
+
+ virtual C_LocalTempEntity *FindTempEntByID( int nID, int nSubID ) = 0;
+
+ virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size ) = 0;
+ virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale ) = 0;
+ virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson ) = 0;
+ virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson ) = 0;
+ virtual void EjectBrass( const Vector& pos1, const QAngle& angles, const QAngle& gunAngles, int type ) = 0;
+ virtual C_LocalTempEntity *SpawnTempModel( const model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags ) = 0;
+ virtual void BreakModel( const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags) = 0;
+ virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed ) = 0;
+ virtual void BubbleTrail( const Vector &start, const Vector &end, float flWaterZ, int modelIndex, int count, float speed ) = 0;
+ virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags ) = 0;
+ virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current ) = 0;
+ virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate ) = 0;
+ virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale ) = 0;
+ virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin ) = 0;
+ virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) = 0;
+ virtual void KillAttachedTents( int client ) = 0;
+ virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand ) = 0;
+ virtual void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed ) = 0;
+ virtual void RocketFlare( const Vector& pos ) = 0;
+ virtual void HL1EjectBrass( const Vector &vecPosition, const QAngle &angAngles, const Vector &vecVelocity, int nType ) = 0;
+ virtual void CSEjectBrass( const Vector &vecPosition, const QAngle &angVelocity, int nType, int nShellType, CBasePlayer *pShooter ) = 0;
+
+ virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp ) = 0;
+ virtual void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0 ) = 0;
+ virtual C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAccel, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL ) = 0;
+};
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Default implementation of the temp entity interface
+//-----------------------------------------------------------------------------
+class CTempEnts : public ITempEnts
+{
+// Construction
+public:
+ CTempEnts( void );
+ virtual ~CTempEnts( void );
+// Exposed interface
+public:
+ virtual void Init( void );
+ virtual void Shutdown( void );
+
+ virtual void LevelInit();
+
+ virtual void LevelShutdown();
+
+ virtual void Update( void );
+ virtual void Clear( void );
+
+ virtual C_LocalTempEntity *FindTempEntByID( int nID, int nSubID );
+
+ // Legacy temp entities still supported
+ virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size );
+ virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale );
+
+ virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson );
+ virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false );
+
+ virtual void BreakModel(const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags);
+ virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed );
+ virtual void BubbleTrail( const Vector &start, const Vector &end, float height, int modelIndex, int count, float speed );
+ virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags );
+ virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current );
+ virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate );
+ virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale );
+ virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin );
+ virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life );
+ virtual void KillAttachedTents( int client );
+ virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand );
+ void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed );
+
+ virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp );
+ virtual void EjectBrass( const Vector &pos1, const QAngle &angles, const QAngle &gunAngles, int type );
+ virtual C_LocalTempEntity *SpawnTempModel( const model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags );
+ void RocketFlare( const Vector& pos );
+ void HL1EjectBrass( const Vector &vecPosition, const QAngle &angAngles, const Vector &vecVelocity, int nType );
+ void CSEjectBrass( const Vector &vecPosition, const QAngle &angAngles, int nType, int nShellType, CBasePlayer *pShooter );
+ void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0 );
+ C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAcceleration, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL );
+
+// Data
+public:
+ enum
+ {
+ MAX_TEMP_ENTITIES = 500,
+ MAX_TEMP_ENTITY_SPRITES = 200,
+ MAX_TEMP_ENTITY_STUDIOMODEL = 50,
+ };
+
+private:
+ // Global temp entity pool
+ CClassMemoryPool< C_LocalTempEntity > m_TempEntsPool;
+ CUtlLinkedList< C_LocalTempEntity *, unsigned short > m_TempEnts;
+
+ // Muzzle flash sprites
+ struct model_t *m_pSpriteMuzzleFlash[10];
+ struct model_t *m_pSpriteAR2Flash[4];
+ struct model_t *m_pShells[3];
+ struct model_t *m_pSpriteCombineFlash[2];
+
+#if defined( HL1_CLIENT_DLL )
+ struct model_t *m_pHL1Shell;
+ struct model_t *m_pHL1ShotgunShell;
+#endif
+
+#if defined( CSTRIKE_DLL ) || defined ( SDK_DLL )
+ struct model_t *m_pCS_9MMShell;
+ struct model_t *m_pCS_57Shell;
+ struct model_t *m_pCS_12GaugeShell;
+ struct model_t *m_pCS_556Shell;
+ struct model_t *m_pCS_762NATOShell;
+ struct model_t *m_pCS_338MAGShell;
+#endif
+
+// Internal methods also available to children
+protected:
+ C_LocalTempEntity *TempEntAlloc( const Vector& org, const model_t *model );
+ C_LocalTempEntity *TempEntAllocHigh( const Vector& org, const model_t *model );
+
+// Material handle caches
+private:
+
+ inline void CacheMuzzleFlashes( void );
+ PMaterialHandle m_Material_MuzzleFlash_Player[4];
+ PMaterialHandle m_Material_MuzzleFlash_NPC[4];
+ PMaterialHandle m_Material_Combine_MuzzleFlash_Player[2];
+ PMaterialHandle m_Material_Combine_MuzzleFlash_NPC[2];
+
+// Internal methods
+private:
+ CTempEnts( const CTempEnts & );
+
+ void TempEntFree( int index );
+ C_LocalTempEntity *TempEntAlloc();
+ bool FreeLowPriorityTempEnt();
+
+ int AddVisibleTempEntity( C_LocalTempEntity *pEntity );
+
+ // AR2
+ void MuzzleFlash_AR2_Player( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity );
+ void MuzzleFlash_AR2_NPC( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity );
+
+ // SMG1
+ void MuzzleFlash_SMG1_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
+ void MuzzleFlash_SMG1_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
+
+ // Shotgun
+ void MuzzleFlash_Shotgun_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
+ void MuzzleFlash_Shotgun_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
+
+ // Pistol
+ void MuzzleFlash_Pistol_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
+ void MuzzleFlash_Pistol_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
+
+ // Combine
+ void MuzzleFlash_Combine_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
+ void MuzzleFlash_Combine_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
+
+ // 357
+ void MuzzleFlash_357_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
+
+ // RPG
+ void MuzzleFlash_RPG_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
+};
+
+
+extern ITempEnts *tempents;
+
+
+#endif // C_TE_LEGACYTEMPENTS_H
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