mirror of
https://github.com/alliedmodders/hl2sdk.git
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693 lines
25 KiB
C++
693 lines
25 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Definitions that are shared by the game DLL and the client DLL.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef SHAREDDEFS_H
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#define SHAREDDEFS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define TICK_INTERVAL (gpGlobals->interval_per_tick)
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#define TIME_TO_TICKS( dt ) ( (int)( 0.5f + (float)(dt) / TICK_INTERVAL ) )
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#define TICKS_TO_TIME( t ) ( TICK_INTERVAL *( t ) )
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#define ROUND_TO_TICKS( t ) ( TICK_INTERVAL * TIME_TO_TICKS( t ) )
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#define TICK_NEVER_THINK (-1)
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#define ANIMATION_CYCLE_BITS 15
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#define ANIMATION_CYCLE_MINFRAC (1.0f / (1<<ANIMATION_CYCLE_BITS))
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// Each mod defines these for itself.
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class CViewVectors
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{
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public:
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CViewVectors() {}
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CViewVectors(
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Vector vView,
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Vector vHullMin,
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Vector vHullMax,
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Vector vDuckHullMin,
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Vector vDuckHullMax,
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Vector vDuckView,
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Vector vObsHullMin,
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Vector vObsHullMax,
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Vector vDeadViewHeight )
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{
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m_vView = vView;
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m_vHullMin = vHullMin;
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m_vHullMax = vHullMax;
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m_vDuckHullMin = vDuckHullMin;
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m_vDuckHullMax = vDuckHullMax;
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m_vDuckView = vDuckView;
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m_vObsHullMin = vObsHullMin;
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m_vObsHullMax = vObsHullMax;
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m_vDeadViewHeight = vDeadViewHeight;
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}
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// Height above entity position where the viewer's eye is.
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Vector m_vView;
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Vector m_vHullMin;
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Vector m_vHullMax;
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Vector m_vDuckHullMin;
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Vector m_vDuckHullMax;
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Vector m_vDuckView;
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Vector m_vObsHullMin;
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Vector m_vObsHullMax;
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Vector m_vDeadViewHeight;
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};
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// Height above entity position where the viewer's eye is.
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#define VEC_VIEW g_pGameRules->GetViewVectors()->m_vView
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#define VEC_HULL_MIN g_pGameRules->GetViewVectors()->m_vHullMin
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#define VEC_HULL_MAX g_pGameRules->GetViewVectors()->m_vHullMax
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#define VEC_DUCK_HULL_MIN g_pGameRules->GetViewVectors()->m_vDuckHullMin
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#define VEC_DUCK_HULL_MAX g_pGameRules->GetViewVectors()->m_vDuckHullMax
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#define VEC_DUCK_VIEW g_pGameRules->GetViewVectors()->m_vDuckView
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#define VEC_OBS_HULL_MIN g_pGameRules->GetViewVectors()->m_vObsHullMin
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#define VEC_OBS_HULL_MAX g_pGameRules->GetViewVectors()->m_vObsHullMax
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#define VEC_DEAD_VIEWHEIGHT g_pGameRules->GetViewVectors()->m_vDeadViewHeight
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#define WATERJUMP_HEIGHT 8
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#define MAX_CLIMB_SPEED 200
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#define TIME_TO_DUCK 0.4
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#define TIME_TO_UNDUCK 0.2
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#define MAX_WEAPON_SLOTS 6 // hud item selection slots
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#define MAX_WEAPON_POSITIONS 20 // max number of items within a slot
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#define MAX_ITEM_TYPES 6 // hud item selection slots
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#define MAX_WEAPONS 48 // Max number of weapons available
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#define MAX_ITEMS 5 // hard coded item types
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#define WEAPON_NOCLIP -1 // clip sizes set to this tell the weapon it doesn't use a clip
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#define MAX_AMMO_TYPES 32 // ???
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#define MAX_AMMO_SLOTS 32 // not really slots
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#define HUD_PRINTNOTIFY 1
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#define HUD_PRINTCONSOLE 2
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#define HUD_PRINTTALK 3
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#define HUD_PRINTCENTER 4
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//===================================================================================================================
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// Close caption flags
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#define CLOSE_CAPTION_WARNIFMISSING ( 1<<0 )
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#define CLOSE_CAPTION_FROMPLAYER ( 1<<1 )
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#define CLOSE_CAPTION_GENDER_MALE ( 1<<2 )
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#define CLOSE_CAPTION_GENDER_FEMALE ( 1<<3 )
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//===================================================================================================================
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// Hud Element hiding flags
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#define HIDEHUD_WEAPONSELECTION ( 1<<0 ) // Hide ammo count & weapon selection
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#define HIDEHUD_FLASHLIGHT ( 1<<1 )
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#define HIDEHUD_ALL ( 1<<2 )
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#define HIDEHUD_HEALTH ( 1<<3 ) // Hide health & armor / suit battery
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#define HIDEHUD_PLAYERDEAD ( 1<<4 ) // Hide when local player's dead
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#define HIDEHUD_NEEDSUIT ( 1<<5 ) // Hide when the local player doesn't have the HEV suit
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#define HIDEHUD_MISCSTATUS ( 1<<6 ) // Hide miscellaneous status elements (trains, pickup history, death notices, etc)
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#define HIDEHUD_CHAT ( 1<<7 ) // Hide all communication elements (saytext, voice icon, etc)
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#define HIDEHUD_CROSSHAIR ( 1<<8 ) // Hide crosshairs
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#define HIDEHUD_VEHICLE_CROSSHAIR ( 1<<9 ) // Hide vehicle crosshair
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#define HIDEHUD_INVEHICLE ( 1<<10 )
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#define HIDEHUD_BITCOUNT 11
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//===================================================================================================================
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// suit usage bits
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#define bits_SUIT_DEVICE_SPRINT 0x00000001
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#define bits_SUIT_DEVICE_FLASHLIGHT 0x00000002
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#define bits_SUIT_DEVICE_BREATHER 0x00000004
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#define MAX_SUIT_DEVICES 3
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//===================================================================================================================
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// Player Defines
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// Max number of players in a game ( see const.h for ABSOLUTE_PLAYER_LIMIT (256 ) )
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// The Source engine is really designed for 32 or less players. If you raise this number above 32, you better know what you are doing
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// and have a good answer for a bunch of perf question related to player simulation, thinking logic, tracelines, networking overhead, etc.
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// But if you are brave or are doing something interesting, go for it... ywb 9/22/03
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#if defined( CSTRIKE_DLL )
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#define MAX_PLAYERS 64 // Absolute max players supported
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#else
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#define MAX_PLAYERS 32 // Absolute max players supported
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#endif
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#define MAX_PLACE_NAME_LENGTH 18
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//===================================================================================================================
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// Team Defines
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#define TEAM_INVALID -1
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#define TEAM_UNASSIGNED 0 // not assigned to a team
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#define TEAM_SPECTATOR 1 // spectator team
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#define MAX_TEAMS 32 // Max number of teams in a game
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#define MAX_TEAM_NAME_LENGTH 32 // Max length of a team's name
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// Weapon m_iState
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#define WEAPON_IS_ONTARGET 0x40
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#define WEAPON_NOT_CARRIED 0 // Weapon is on the ground
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#define WEAPON_IS_CARRIED_BY_PLAYER 1 // This client is carrying this weapon.
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#define WEAPON_IS_ACTIVE 2 // This client is carrying this weapon and it's the currently held weapon
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// -----------------------------------------
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// Skill Level
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// -----------------------------------------
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#define SKILL_EASY 1
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#define SKILL_MEDIUM 2
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#define SKILL_HARD 3
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// Weapon flags
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// -----------------------------------------
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// Flags - NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE
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// -----------------------------------------
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#define ITEM_FLAG_SELECTONEMPTY (1<<0)
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#define ITEM_FLAG_NOAUTORELOAD (1<<1)
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#define ITEM_FLAG_NOAUTOSWITCHEMPTY (1<<2)
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#define ITEM_FLAG_LIMITINWORLD (1<<3)
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#define ITEM_FLAG_EXHAUSTIBLE (1<<4) // A player can totally exhaust their ammo supply and lose this weapon
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#define ITEM_FLAG_DOHITLOCATIONDMG (1<<5) // This weapon take hit location into account when applying damage
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#define ITEM_FLAG_NOAMMOPICKUPS (1<<6) // Don't draw ammo pickup sprites/sounds when ammo is received
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// NOTE: KEEP g_ItemFlags IN WEAPON_PARSE.CPP UPDATED WITH THESE
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// Humans only have left and right hands, though we might have aliens with more
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// than two, sigh
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#define MAX_VIEWMODELS 2
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#define MAX_BEAM_ENTS 10
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#define TRACER_TYPE_DEFAULT 0x00000001
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#define TRACER_TYPE_GUNSHIP 0x00000002
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#define TRACER_TYPE_STRIDER 0x00000004 // Here ya go, Jay!
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#define TRACER_TYPE_GAUSS 0x00000008
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#define TRACER_TYPE_WATERBULLET 0x00000010
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#define MUZZLEFLASH_TYPE_DEFAULT 0x00000001
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#define MUZZLEFLASH_TYPE_GUNSHIP 0x00000002
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#define MUZZLEFLASH_TYPE_STRIDER 0x00000004
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// Muzzle flash definitions (for the flags field of the "MuzzleFlash" DispatchEffect)
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enum
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{
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MUZZLEFLASH_AR2 = 0,
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MUZZLEFLASH_SHOTGUN,
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MUZZLEFLASH_SMG1,
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MUZZLEFLASH_SMG2,
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MUZZLEFLASH_PISTOL,
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MUZZLEFLASH_COMBINE,
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MUZZLEFLASH_357,
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MUZZLEFLASH_RPG,
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MUZZLEFLASH_COMBINE_TURRET,
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MUZZLEFLASH_FIRSTPERSON = 0x100,
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};
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// Tracer Flags
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#define TRACER_FLAG_WHIZ 0x0001
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#define TRACER_FLAG_USEATTACHMENT 0x0002
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#define TRACER_DONT_USE_ATTACHMENT -1
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// Entity Dissolve types
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enum
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{
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ENTITY_DISSOLVE_NORMAL = 0,
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ENTITY_DISSOLVE_ELECTRICAL,
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ENTITY_DISSOLVE_ELECTRICAL_LIGHT,
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ENTITY_DISSOLVE_CORE,
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// NOTE: Be sure to up the bits if you make more dissolve types
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ENTITY_DISSOLVE_BITS = 3
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};
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// ---------------------------
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// Hit Group standards
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// ---------------------------
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#define HITGROUP_GENERIC 0
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#define HITGROUP_HEAD 1
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#define HITGROUP_CHEST 2
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#define HITGROUP_STOMACH 3
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#define HITGROUP_LEFTARM 4
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#define HITGROUP_RIGHTARM 5
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#define HITGROUP_LEFTLEG 6
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#define HITGROUP_RIGHTLEG 7
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#define HITGROUP_GEAR 10 // alerts NPC, but doesn't do damage or bleed (1/100th damage)
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//
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// Enumerations for setting player animation.
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//
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enum PLAYER_ANIM
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{
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PLAYER_IDLE,
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PLAYER_WALK,
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PLAYER_JUMP,
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PLAYER_SUPERJUMP,
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PLAYER_DIE,
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PLAYER_ATTACK1,
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PLAYER_IN_VEHICLE,
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// TF Player animations
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PLAYER_RELOAD,
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PLAYER_START_AIMING,
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PLAYER_LEAVE_AIMING,
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};
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#ifdef HL2_DLL
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// HL2 has 600 gravity by default
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// NOTE: The discrete ticks can have quantization error, so these numbers are biased a little to
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// make the heights more exact
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#define PLAYER_FATAL_FALL_SPEED 922.5f // approx 60 feet sqrt( 2 * gravity * 60 * 12 )
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#define PLAYER_MAX_SAFE_FALL_SPEED 526.5f // approx 20 feet sqrt( 2 * gravity * 20 * 12 )
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#define PLAYER_LAND_ON_FLOATING_OBJECT 173 // Can fall another 173 in/sec without getting hurt
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#define PLAYER_MIN_BOUNCE_SPEED 173
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#define PLAYER_FALL_PUNCH_THRESHOLD 303.0f // won't punch player's screen/make scrape noise unless player falling at least this fast - at least a 76" fall (sqrt( 2 * g * 76))
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#else
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#define PLAYER_FATAL_FALL_SPEED 1024 // approx 60 feet
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#define PLAYER_MAX_SAFE_FALL_SPEED 580 // approx 20 feet
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#define PLAYER_LAND_ON_FLOATING_OBJECT 200 // Can go another 200 units without getting hurt
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#define PLAYER_MIN_BOUNCE_SPEED 200
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#define PLAYER_FALL_PUNCH_THRESHOLD (float)350 // won't punch player's screen/make scrape noise unless player falling at least this fast.
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#endif
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#define DAMAGE_FOR_FALL_SPEED 100.0f / ( PLAYER_FATAL_FALL_SPEED - PLAYER_MAX_SAFE_FALL_SPEED ) // damage per unit per second.
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#define AUTOAIM_2DEGREES 0.0348994967025
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#define AUTOAIM_5DEGREES 0.08715574274766
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#define AUTOAIM_8DEGREES 0.1391731009601
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#define AUTOAIM_10DEGREES 0.1736481776669
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#define AUTOAIM_20DEGREES 0.3490658503989
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#define AUTOAIM_SCALE_DEFAULT 1.0f
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#define AUTOAIM_SCALE_DIRECT_ONLY 0.0f
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// instant damage
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#define DMG_GENERIC 0 // generic damage was done
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#define DMG_CRUSH (1 << 0) // crushed by falling or moving object.
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// NOTE: It's assumed crush damage is occurring as a result of physics collision, so no extra physics force is generated by crush damage.
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// DON'T use DMG_CRUSH when damaging entities unless it's the result of a physics collision. You probably want DMG_CLUB instead.
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#define DMG_BULLET (1 << 1) // shot
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#define DMG_SLASH (1 << 2) // cut, clawed, stabbed
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#define DMG_BURN (1 << 3) // heat burned
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#define DMG_VEHICLE (1 << 4) // hit by a vehicle
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#define DMG_FALL (1 << 5) // fell too far
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#define DMG_BLAST (1 << 6) // explosive blast damage
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#define DMG_CLUB (1 << 7) // crowbar, punch, headbutt
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#define DMG_SHOCK (1 << 8) // electric shock
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#define DMG_SONIC (1 << 9) // sound pulse shockwave
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#define DMG_ENERGYBEAM (1 << 10) // laser or other high energy beam
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#define DMG_PREVENT_PHYSICS_FORCE (1 << 11) // Prevent a physics force
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#define DMG_NEVERGIB (1 << 12) // with this bit OR'd in, no damage type will be able to gib victims upon death
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#define DMG_ALWAYSGIB (1 << 13) // with this bit OR'd in, any damage type can be made to gib victims upon death.
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#define DMG_DROWN (1 << 14) // Drowning
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// time-based damage
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#define DMG_TIMEBASED (DMG_PARALYZE | DMG_NERVEGAS | DMG_POISON | DMG_RADIATION | DMG_DROWNRECOVER | DMG_ACID | DMG_SLOWBURN) // mask for time-based damage
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#define DMG_PARALYZE (1 << 15) // slows affected creature down
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#define DMG_NERVEGAS (1 << 16) // nerve toxins, very bad
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#define DMG_POISON (1 << 17) // blood poisoning - heals over time like drowning damage
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#define DMG_RADIATION (1 << 18) // radiation exposure
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#define DMG_DROWNRECOVER (1 << 19) // drowning recovery
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#define DMG_ACID (1 << 20) // toxic chemicals or acid burns
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#define DMG_SLOWBURN (1 << 21) // in an oven
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#define DMG_REMOVENORAGDOLL (1<<22) // with this bit OR'd in, no ragdoll will be created, and the target will be quietly removed.
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// use this to kill an entity that you've already got a server-side ragdoll for
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#define DMG_PHYSGUN (1<<23) // Hit by manipulator. Usually doesn't do any damage.
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#define DMG_PLASMA (1<<24) // Shot by Cremator
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#define DMG_AIRBOAT (1<<25) // Hit by the airboat's gun
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#define DMG_DISSOLVE (1<<26) // Dissolving!
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#define DMG_BLAST_SURFACE (1<<27) // A blast on the surface of water that cannot harm things underwater
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#define DMG_DIRECT (1<<28)
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#define DMG_BUCKSHOT (1<<29) // not quite a bullet. Little, rounder, different.
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// NOTE: DO NOT ADD ANY MORE CUSTOM DMG_ TYPES. MODS USE THE DMG_LASTGENERICFLAG BELOW, AND
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// IF YOU ADD NEW DMG_ TYPES, THEIR TYPES WILL BE HOSED. WE NEED A BETTER SOLUTION.
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// TODO: keep this up to date so all the mod-specific flags don't overlap anything.
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#define DMG_LASTGENERICFLAG DMG_BUCKSHOT
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// these are the damage types that are allowed to gib corpses
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#define DMG_GIB_CORPSE ( DMG_CRUSH | DMG_FALL | DMG_BLAST | DMG_SONIC | DMG_CLUB )
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// these are the damage types that have client hud art
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#define DMG_SHOWNHUD (DMG_POISON | DMG_ACID | DMG_DROWN | DMG_BURN | DMG_SLOWBURN | DMG_NERVEGAS | DMG_RADIATION | DMG_SHOCK)
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// these are the damage types that don't have to supply a physics force & position
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#define DMG_NO_PHYSICS_FORCE (DMG_FALL | DMG_BURN | DMG_PLASMA | DMG_DROWN | DMG_TIMEBASED | DMG_CRUSH | DMG_PHYSGUN | DMG_PREVENT_PHYSICS_FORCE)
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// settings for m_takedamage
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#define DAMAGE_NO 0
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#define DAMAGE_EVENTS_ONLY 1 // Call damage functions, but don't modify health
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#define DAMAGE_YES 2
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#define DAMAGE_AIM 3
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// Spectator Movement modes
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enum {
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OBS_MODE_NONE = 0, // not in spectator mode
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OBS_MODE_DEATHCAM, // special mode for detah cam animation
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OBS_MODE_FIXED, // view from a fixed camera position
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OBS_MODE_IN_EYE, // follow a player in first perosn view
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OBS_MODE_CHASE, // follow a player in third person view
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OBS_MODE_ROAMING, // free roaming
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};
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// Force Camera Restrictions with mp_forcecamera
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#define OBS_ALLOW_ALL 0 // allow all modes, all targets
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#define OBS_ALLOW_TEAM 1 // allow only own team & first person, no PIP
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#define OBS_ALLOW_NONE 2 // don't allow any spectating after death (fixed & fade to black)
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// VGui Screen Flags
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enum
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{
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VGUI_SCREEN_ACTIVE = 0x1,
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VGUI_SCREEN_VISIBLE_TO_TEAMMATES = 0x2,
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VGUI_SCREEN_ATTACHED_TO_VIEWMODEL=0x4,
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VGUI_SCREEN_MAX_BITS = 3
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};
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typedef enum
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{
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USE_OFF = 0,
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USE_ON = 1,
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USE_SET = 2,
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USE_TOGGLE = 3
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} USE_TYPE;
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// basic team colors
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#define COLOR_RED Color(255, 64, 64, 255)
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#define COLOR_BLUE Color(153, 204, 255, 255)
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#define COLOR_YELLOW Color(255, 178, 0, 255)
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#define COLOR_GREEN Color(153, 255, 153, 255)
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#define COLOR_GREY Color(204, 204, 204, 255)
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// All NPCs need this data
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#define DONT_BLEED -1
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#define BLOOD_COLOR_RED (byte)247
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#define BLOOD_COLOR_YELLOW (byte)195
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#define BLOOD_COLOR_GREEN BLOOD_COLOR_YELLOW
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#define BLOOD_COLOR_MECH (byte)20
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//-----------------------------------------------------------------------------
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// Vehicles may have more than one passenger.
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// This enum may be expanded by derived classes
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//-----------------------------------------------------------------------------
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enum PassengerRole_t
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{
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VEHICLE_ROLE_NONE = -1,
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VEHICLE_ROLE_DRIVER = 0, // Only one driver
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LAST_SHARED_VEHICLE_ROLE,
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};
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//-----------------------------------------------------------------------------
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// Water splash effect flags
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//-----------------------------------------------------------------------------
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enum
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{
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FX_WATER_IN_SLIME = 0x1,
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};
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// Shared think context stuff
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#define MAX_CONTEXT_LENGTH 32
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#define NO_THINK_CONTEXT -1
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// entity flags, CBaseEntity::m_iEFlags
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enum
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{
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EFL_KILLME = (1<<0), // This entity is marked for death -- This allows the game to actually delete ents at a safe time
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EFL_DORMANT = (1<<1), // Entity is dormant, no updates to client
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EFL_NOCLIP_ACTIVE = (1<<2), // Lets us know when the noclip command is active.
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EFL_SETTING_UP_BONES = (1<<3), // Set while a model is setting up its bones.
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EFL_KEEP_ON_RECREATE_ENTITIES = (1<<4), // This is a special entity that should not be deleted when we restart entities only
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EFL_HAS_PLAYER_CHILD= (1<<4), // One of the child entities is a player.
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EFL_DIRTY_SHADOWUPDATE = (1<<5), // Client only- need shadow manager to update the shadow...
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EFL_NOTIFY = (1<<6), // Another entity is watching events on this entity (used by teleport)
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// The default behavior in ShouldTransmit is to not send an entity if it doesn't
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// have a model. Certain entities want to be sent anyway because all the drawing logic
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// is in the client DLL. They can set this flag and the engine will transmit them even
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// if they don't have a model.
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EFL_FORCE_CHECK_TRANSMIT = (1<<7),
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EFL_BOT_FROZEN = (1<<8), // This is set on bots that are frozen.
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EFL_SERVER_ONLY = (1<<9), // Non-networked entity.
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EFL_NO_AUTO_EDICT_ATTACH = (1<<10), // Don't attach the edict; we're doing it explicitly
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// Some dirty bits with respect to abs computations
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EFL_DIRTY_ABSTRANSFORM = (1<<11),
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EFL_DIRTY_ABSVELOCITY = (1<<12),
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EFL_DIRTY_ABSANGVELOCITY = (1<<13),
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EFL_DIRTY_SURROUNDING_COLLISION_BOUNDS = (1<<14),
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EFL_DIRTY_SPATIAL_PARTITION = (1<<15),
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EFL_DIRTY_PVS_INFORMATION = (1<<16),
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EFL_IN_SKYBOX = (1<<17), // This is set if the entity detects that it's in the skybox.
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// This forces it to pass the "in PVS" for transmission.
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EFL_USE_PARTITION_WHEN_NOT_SOLID = (1<<18), // Entities with this flag set show up in the partition even when not solid
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EFL_TOUCHING_FLUID = (1<<19), // Used to determine if an entity is floating
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// FIXME: Not really sure where I should add this...
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EFL_IS_BEING_LIFTED_BY_BARNACLE = (1<<20),
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EFL_NO_ROTORWASH_PUSH = (1<<21), // I shouldn't be pushed by the rotorwash
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EFL_NO_THINK_FUNCTION = (1<<22),
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EFL_NO_GAME_PHYSICS_SIMULATION = (1<<23),
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EFL_CHECK_UNTOUCH = (1<<24),
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EFL_DONTBLOCKLOS = (1<<25), // I shouldn't block NPC line-of-sight
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EFL_DONTWALKON = (1<<26), // NPC;s should not walk on this entity
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EFL_NO_DISSOLVE = (1<<27), // These guys shouldn't dissolve
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EFL_NO_MEGAPHYSCANNON_RAGDOLL = (1<<28), // Mega physcannon can't ragdoll these guys.
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EFL_NO_WEAPON_PICKUP = (1<<29), // Characters can't pick up weapons
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EFL_NO_PHYSCANNON_INTERACTION = (1<<30), // Physcannon can't pick these up or punt them
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EFL_NO_DAMAGE_FORCES = (1<<31), // Doesn't accept forces from physics damage
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};
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//-----------------------------------------------------------------------------
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// EFFECTS
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//-----------------------------------------------------------------------------
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const int FX_BLOODSPRAY_DROPS = 0x01;
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const int FX_BLOODSPRAY_GORE = 0x02;
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const int FX_BLOODSPRAY_CLOUD = 0x04;
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const int FX_BLOODSPRAY_ALL = 0xFF;
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//-----------------------------------------------------------------------------
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#define MAX_SCREEN_OVERLAYS 10
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|
|
// These are the types of data that hang off of CBaseEntities and the flag bits used to mark their presence
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enum
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|
{
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GROUNDLINK = 0,
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TOUCHLINK,
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STEPSIMULATION,
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MODELWIDTHSCALE,
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POSITIONWATCHER,
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PHYSICSPUSHLIST,
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|
|
|
// Must be last
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NUM_DATAOBJECT_TYPES,
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};
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class CBaseEntity;
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|
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//-----------------------------------------------------------------------------
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// Bullet firing information
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|
//-----------------------------------------------------------------------------
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|
class CBaseEntity;
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|
|
|
enum FireBulletsFlags_t
|
|
{
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|
FIRE_BULLETS_FIRST_SHOT_ACCURATE = 0x1, // Pop the first shot with perfect accuracy
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FIRE_BULLETS_DONT_HIT_UNDERWATER = 0x2, // If the shot hits its target underwater, don't damage it
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FIRE_BULLETS_ALLOW_WATER_SURFACE_IMPACTS = 0x4, // If the shot hits water surface, still call DoImpactEffect
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FIRE_BULLETS_TEMPORARY_DANGER_SOUND = 0x8, // Danger sounds added from this impact can be stomped immediately if another is queued
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|
};
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|
|
|
|
|
struct FireBulletsInfo_t
|
|
{
|
|
FireBulletsInfo_t()
|
|
{
|
|
m_iShots = 1;
|
|
m_vecSpread.Init( 0, 0, 0 );
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|
m_flDistance = 8192;
|
|
m_iTracerFreq = 4;
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|
m_iDamage = 0;
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|
m_iPlayerDamage = 0;
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|
m_pAttacker = NULL;
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|
m_nFlags = 0;
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|
m_pAdditionalIgnoreEnt = NULL;
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|
m_flDamageForceScale = 1.0f;
|
|
|
|
#ifdef _DEBUG
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|
m_iAmmoType = -1;
|
|
m_vecSrc.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
|
m_vecDirShooting.Init( VEC_T_NAN, VEC_T_NAN, VEC_T_NAN );
|
|
#endif
|
|
}
|
|
|
|
FireBulletsInfo_t( int nShots, const Vector &vecSrc, const Vector &vecDir, const Vector &vecSpread, float flDistance, int nAmmoType )
|
|
{
|
|
m_iShots = nShots;
|
|
m_vecSrc = vecSrc;
|
|
m_vecDirShooting = vecDir;
|
|
m_vecSpread = vecSpread;
|
|
m_flDistance = flDistance;
|
|
m_iAmmoType = nAmmoType;
|
|
m_iTracerFreq = 4;
|
|
m_iDamage = 0;
|
|
m_iPlayerDamage = 0;
|
|
m_pAttacker = NULL;
|
|
m_nFlags = 0;
|
|
m_pAdditionalIgnoreEnt = NULL;
|
|
m_flDamageForceScale = 1.0f;
|
|
}
|
|
|
|
int m_iShots;
|
|
Vector m_vecSrc;
|
|
Vector m_vecDirShooting;
|
|
Vector m_vecSpread;
|
|
float m_flDistance;
|
|
int m_iAmmoType;
|
|
int m_iTracerFreq;
|
|
int m_iDamage;
|
|
int m_iPlayerDamage; // Damage to be used instead of m_iDamage if we hit a player
|
|
int m_nFlags; // See FireBulletsFlags_t
|
|
float m_flDamageForceScale;
|
|
CBaseEntity *m_pAttacker;
|
|
CBaseEntity *m_pAdditionalIgnoreEnt;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Data for making the MOVETYPE_STEP entities appear to simulate every frame
|
|
// We precompute the simulation and then meter it out each tick during networking of the
|
|
// entities origin and orientation. Uses a bit more bandwidth, but it solves the NPCs interacting
|
|
// with elevators/lifts bugs.
|
|
//-----------------------------------------------------------------------------
|
|
struct StepSimulationStep
|
|
{
|
|
int nTickCount;
|
|
Vector vecOrigin;
|
|
Quaternion qRotation;
|
|
};
|
|
|
|
struct StepSimulationData
|
|
{
|
|
// Are we using the Step Simulation Data
|
|
bool m_bOriginActive;
|
|
bool m_bAnglesActive;
|
|
|
|
// This is the pre-pre-Think position, orientation (Quaternion) and tick count
|
|
StepSimulationStep m_Previous2;
|
|
|
|
// This is the pre-Think position, orientation (Quaternion) and tick count
|
|
StepSimulationStep m_Previous;
|
|
|
|
// This is a potential mid-think position, orientation (Quaternion) and tick count
|
|
// Used to mark motion discontinuities that happen between thinks
|
|
StepSimulationStep m_Discontinuity;
|
|
|
|
// This is the goal or post-Think position and orientation (and Quaternion for blending) and next think time tick
|
|
StepSimulationStep m_Next;
|
|
QAngle m_angNextRotation;
|
|
|
|
// This variable is used so that we only compute networked origin/angles once per tick
|
|
int m_nLastProcessTickCount;
|
|
// The computed/interpolated network origin/angles to use
|
|
Vector m_vecNetworkOrigin;
|
|
QAngle m_angNetworkAngles;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Simple state tracking for changing model sideways shrinkage during barnacle swallow
|
|
//-----------------------------------------------------------------------------
|
|
struct ModelWidthScale
|
|
{
|
|
float m_flModelWidthScaleStart;
|
|
float m_flModelWidthScaleGoal;
|
|
float m_flModelWidthScaleFinishTime;
|
|
float m_flModelWidthScaleStartTime;
|
|
};
|
|
|
|
#include "soundflags.h"
|
|
|
|
struct CSoundParameters;
|
|
typedef short HSOUNDSCRIPTHANDLE;
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Aggregates and sets default parameters for EmitSound function calls
|
|
//-----------------------------------------------------------------------------
|
|
struct EmitSound_t
|
|
{
|
|
EmitSound_t() :
|
|
m_nChannel( 0 ),
|
|
m_pSoundName( 0 ),
|
|
m_flVolume( VOL_NORM ),
|
|
m_SoundLevel( SNDLVL_NONE ),
|
|
m_nFlags( 0 ),
|
|
m_nPitch( PITCH_NORM ),
|
|
m_pOrigin( 0 ),
|
|
m_flSoundTime( 0.0f ),
|
|
m_pflSoundDuration( 0 ),
|
|
m_bEmitCloseCaption( true ),
|
|
m_bWarnOnMissingCloseCaption( false ),
|
|
m_bWarnOnDirectWaveReference( false ),
|
|
m_nSpeakerEntity( -1 ),
|
|
m_UtlVecSoundOrigin(),
|
|
m_hSoundScriptHandle( -1 )
|
|
{
|
|
}
|
|
|
|
EmitSound_t( const CSoundParameters &src );
|
|
|
|
int m_nChannel;
|
|
char const *m_pSoundName;
|
|
float m_flVolume;
|
|
soundlevel_t m_SoundLevel;
|
|
int m_nFlags;
|
|
int m_nPitch;
|
|
const Vector *m_pOrigin;
|
|
float m_flSoundTime;
|
|
float *m_pflSoundDuration;
|
|
bool m_bEmitCloseCaption;
|
|
bool m_bWarnOnMissingCloseCaption;
|
|
bool m_bWarnOnDirectWaveReference;
|
|
int m_nSpeakerEntity;
|
|
mutable CUtlVector< Vector > m_UtlVecSoundOrigin; // Actual sound origin(s) (can be multiple if sound routed through speaker entity(ies) )
|
|
mutable HSOUNDSCRIPTHANDLE m_hSoundScriptHandle;
|
|
};
|
|
|
|
#define MAX_ACTORS_IN_SCENE 16
|
|
|
|
#endif // SHAREDDEFS_H
|