diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/shared/baseentity_shared.h | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/shared/baseentity_shared.h')
| -rw-r--r-- | mp/src/game/shared/baseentity_shared.h | 620 |
1 files changed, 310 insertions, 310 deletions
diff --git a/mp/src/game/shared/baseentity_shared.h b/mp/src/game/shared/baseentity_shared.h index cb63dc97..b5c95ba6 100644 --- a/mp/src/game/shared/baseentity_shared.h +++ b/mp/src/game/shared/baseentity_shared.h @@ -1,310 +1,310 @@ -//========= 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( void )
-{
- return m_nPredictionRandomSeed;
-}
-
-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
+//========= 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( void ) +{ + return m_nPredictionRandomSeed; +} + +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 |