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https://github.com/0TheSpy/Seaside.git
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118 lines
7.0 KiB
C++
118 lines
7.0 KiB
C++
#if !defined( ITEMPENTS_H )
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#define ITEMPENTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "ipredictionsystem.h"
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#include "shattersurfacetypes.h"
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#include "irecipientfilter.h"
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class CEffectData;
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class KeyValues;
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abstract_class ITempEntsSystem : public IPredictionSystem
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{
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public:
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virtual bool SuppressTE(IRecipientFilter & filter) = 0;
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virtual void ArmorRicochet(IRecipientFilter& filer, float delay,
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const Vector* pos, const Vector* dir) = 0;
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virtual void BeamEntPoint(IRecipientFilter& filer, float delay,
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int nStartEntity, const Vector* start, int nEndEntity, const Vector* end,
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int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed) = 0;
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virtual void BeamEnts(IRecipientFilter& filer, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed) = 0;
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virtual void BeamFollow(IRecipientFilter& filter, float delay,
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
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float fadeLength, float r, float g, float b, float a) = 0;
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virtual void BeamPoints(IRecipientFilter& filer, float delay,
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const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed) = 0;
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virtual void BeamLaser(IRecipientFilter& filer, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed) = 0;
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virtual void BeamRing(IRecipientFilter& filer, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0) = 0;
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virtual void BeamRingPoint(IRecipientFilter& filer, float delay,
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0) = 0;
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virtual void BeamSpline(IRecipientFilter& filer, float delay,
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int points, Vector* rgPoints) = 0;
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virtual void BloodStream(IRecipientFilter& filer, float delay,
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount) = 0;
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virtual void BloodSprite(IRecipientFilter& filer, float delay,
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int size) = 0;
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virtual void BreakModel(IRecipientFilter& filer, float delay,
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const Vector& pos, const QAngle& angle, const Vector& size, const Vector& vel,
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int modelindex, int randomization, int count, float time, int flags) = 0;
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virtual void BSPDecal(IRecipientFilter& filer, float delay,
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const Vector* pos, int entity, int index) = 0;
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virtual void ProjectDecal(IRecipientFilter& filter, float delay,
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const Vector* pos, const QAngle* angles, float distance, int index) = 0;
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virtual void Bubbles(IRecipientFilter& filer, float delay,
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed) = 0;
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virtual void BubbleTrail(IRecipientFilter& filer, float delay,
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed) = 0;
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virtual void Decal(IRecipientFilter& filer, float delay,
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const Vector* pos, const Vector* start, int entity, int hitbox, int index) = 0;
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virtual void DynamicLight(IRecipientFilter& filer, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay) = 0;
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virtual void Explosion(IRecipientFilter& filer, float delay,
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C') = 0;
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virtual void ShatterSurface(IRecipientFilter& filer, float delay,
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
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float width, float height, float shardsize, ShatterSurface_t surfacetype,
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) = 0;
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virtual void GlowSprite(IRecipientFilter& filer, float delay,
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const Vector* pos, int modelindex, float life, float size, int brightness) = 0;
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virtual void FootprintDecal(IRecipientFilter& filer, float delay, const Vector* origin, const Vector* right,
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int entity, int index, unsigned char materialType) = 0;
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virtual void Fizz(IRecipientFilter& filer, float delay,
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const CBaseEntity* ed, int modelindex, int density, int current) = 0;
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virtual void KillPlayerAttachments(IRecipientFilter& filer, float delay,
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int player) = 0;
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virtual void LargeFunnel(IRecipientFilter& filer, float delay,
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const Vector* pos, int modelindex, int reversed) = 0;
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virtual void MetalSparks(IRecipientFilter& filer, float delay,
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const Vector* pos, const Vector* dir) = 0;
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virtual void EnergySplash(IRecipientFilter& filer, float delay,
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const Vector* pos, const Vector* dir, bool bExplosive) = 0;
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virtual void PlayerDecal(IRecipientFilter& filer, float delay,
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const Vector* pos, int player, int entity) = 0;
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virtual void ShowLine(IRecipientFilter& filer, float delay,
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const Vector* start, const Vector* end) = 0;
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virtual void Smoke(IRecipientFilter& filer, float delay,
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const Vector* pos, int modelindex, float scale, int framerate) = 0;
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virtual void Sparks(IRecipientFilter& filer, float delay,
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const Vector* pos, int nMagnitude, int nTrailLength, const Vector* pDir) = 0;
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virtual void Sprite(IRecipientFilter& filer, float delay,
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const Vector* pos, int modelindex, float size, int brightness) = 0;
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virtual void SpriteSpray(IRecipientFilter& filer, float delay,
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const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count) = 0;
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virtual void WorldDecal(IRecipientFilter& filer, float delay,
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const Vector* pos, int index) = 0;
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virtual void MuzzleFlash(IRecipientFilter& filer, float delay,
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const Vector& start, const QAngle& angles, float scale, int type) = 0;
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virtual void Dust(IRecipientFilter& filer, float delay,
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const Vector& pos, const Vector& dir, float size, float speed) = 0;
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virtual void GaussExplosion(IRecipientFilter& filer, float delay,
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const Vector& pos, const Vector& dir, int type) = 0;
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virtual void PhysicsProp(IRecipientFilter& filter, float delay, int modelindex, int skin,
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const Vector& pos, const QAngle& angles, const Vector& vel, int flags, int effects) = 0;
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virtual void TriggerTempEntity(KeyValues* pKeyValues) = 0;
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virtual void ClientProjectile(IRecipientFilter& filter, float delay,
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const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity* pOwner) = 0;
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};
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extern ITempEntsSystem* te;
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#endif |