2200 lines
73 KiB
C++
2200 lines
73 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A base class for the client-side representation of entities.
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//
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// This class encompasses both entities that are created on the server
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// and networked to the client AND entities that are created on the
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// client.
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//
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// $NoKeywords: $
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//===========================================================================//
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#ifndef C_BASEENTITY_H
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#define C_BASEENTITY_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "mathlib/vector.h"
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#include "icliententityinternal.h"
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#include "engine/ivmodelinfo.h"
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#include "engine/ivmodelrender.h"
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#include "client_class.h"
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#include "iclientshadowmgr.h"
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#include "ehandle.h"
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#include "iclientunknown.h"
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#include "client_thinklist.h"
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#if !defined( NO_ENTITY_PREDICTION )
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#include "predictableid.h"
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#endif
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#include "soundflags.h"
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#include "shareddefs.h"
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#include "networkvar.h"
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#include "interpolatedvar.h"
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#include "collisionproperty.h"
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#include "particle_property.h"
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#include "toolframework/itoolentity.h"
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#include "tier0/threadtools.h"
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class C_Team;
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class IPhysicsObject;
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class IClientVehicle;
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class CPredictionCopy;
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class C_BasePlayer;
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struct studiohdr_t;
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class CStudioHdr;
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class CDamageModifier;
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class IRecipientFilter;
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class CUserCmd;
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struct solid_t;
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class ISave;
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class IRestore;
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class C_BaseAnimating;
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class C_AI_BaseNPC;
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struct EmitSound_t;
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class C_RecipientFilter;
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class CTakeDamageInfo;
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class C_BaseCombatCharacter;
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class CEntityMapData;
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class ConVar;
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class CDmgAccumulator;
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struct CSoundParameters;
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typedef unsigned int AimEntsListHandle_t;
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#define INVALID_AIMENTS_LIST_HANDLE (AimEntsListHandle_t)~0
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extern void RecvProxy_IntToColor32( const CRecvProxyData *pData, void *pStruct, void *pOut );
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extern void RecvProxy_LocalVelocity( const CRecvProxyData *pData, void *pStruct, void *pOut );
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enum CollideType_t
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{
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ENTITY_SHOULD_NOT_COLLIDE = 0,
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ENTITY_SHOULD_COLLIDE,
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ENTITY_SHOULD_RESPOND
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};
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class VarMapEntry_t
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{
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public:
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unsigned short type;
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unsigned short m_bNeedsToInterpolate; // Set to false when this var doesn't
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// need Interpolate() called on it anymore.
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void *data;
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IInterpolatedVar *watcher;
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};
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struct VarMapping_t
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{
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VarMapping_t()
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{
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m_nInterpolatedEntries = 0;
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}
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CUtlVector< VarMapEntry_t > m_Entries;
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int m_nInterpolatedEntries;
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float m_lastInterpolationTime;
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};
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#define DECLARE_INTERPOLATION()
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// How many data slots to use when in multiplayer.
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#define MULTIPLAYER_BACKUP 90
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struct serialentity_t;
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typedef CHandle<C_BaseEntity> EHANDLE; // The client's version of EHANDLE.
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typedef void (C_BaseEntity::*BASEPTR)(void);
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typedef void (C_BaseEntity::*ENTITYFUNCPTR)(C_BaseEntity *pOther );
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// For entity creation on the client
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typedef C_BaseEntity* (*DISPATCHFUNCTION)( void );
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#include "touchlink.h"
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#include "groundlink.h"
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#if !defined( NO_ENTITY_PREDICTION )
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//-----------------------------------------------------------------------------
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// Purpose: For fully client side entities we use this information to determine
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// authoritatively if the server has acknowledged creating this entity, etc.
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//-----------------------------------------------------------------------------
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struct PredictionContext
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{
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PredictionContext()
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{
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m_bActive = false;
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m_nCreationCommandNumber = -1;
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m_pszCreationModule = NULL;
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m_nCreationLineNumber = 0;
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m_hServerEntity = NULL;
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}
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// The command_number of the usercmd which created this entity
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bool m_bActive;
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int m_nCreationCommandNumber;
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char const *m_pszCreationModule;
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int m_nCreationLineNumber;
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// The entity to whom we are attached
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CHandle< C_BaseEntity > m_hServerEntity;
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};
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: think contexts
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//-----------------------------------------------------------------------------
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struct thinkfunc_t
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{
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BASEPTR m_pfnThink;
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string_t m_iszContext;
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int m_nNextThinkTick;
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int m_nLastThinkTick;
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};
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#define CREATE_PREDICTED_ENTITY( className ) \
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C_BaseEntity::CreatePredictedEntityByName( className, __FILE__, __LINE__ );
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// Entity flags that only exist on the client.
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#define ENTCLIENTFLAG_GETTINGSHADOWRENDERBOUNDS 0x0001 // Tells us if we're getting the real ent render bounds or the shadow render bounds.
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#define ENTCLIENTFLAG_DONTUSEIK 0x0002 // Don't use IK on this entity even if its model has IK.
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#define ENTCLIENTFLAG_ALWAYS_INTERPOLATE 0x0004 // Used by view models.
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//-----------------------------------------------------------------------------
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// Purpose: Base client side entity object
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//-----------------------------------------------------------------------------
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class C_BaseEntity : public IClientEntity
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{
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// Construction
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DECLARE_CLASS_NOBASE( C_BaseEntity );
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friend class CPrediction;
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friend void cc_cl_interp_all_changed( IConVar *pConVar, const char *pOldString, float flOldValue );
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public:
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DECLARE_DATADESC();
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DECLARE_CLIENTCLASS();
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DECLARE_PREDICTABLE();
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C_BaseEntity();
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virtual ~C_BaseEntity();
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static C_BaseEntity *CreatePredictedEntityByName( const char *classname, const char *module, int line, bool persist = false );
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// FireBullets uses shared code for prediction.
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virtual void FireBullets( const FireBulletsInfo_t &info );
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virtual void ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo ) {}
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virtual bool ShouldDrawUnderwaterBulletBubbles();
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virtual bool ShouldDrawWaterImpacts( void ) { return true; }
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virtual bool HandleShotImpactingWater( const FireBulletsInfo_t &info,
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const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest );
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virtual ITraceFilter* GetBeamTraceFilter( void );
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virtual void DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL );
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator = NULL );
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virtual void DoImpactEffect( trace_t &tr, int nDamageType );
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virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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virtual int GetTracerAttachment( void );
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void ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart );
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void TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType );
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virtual int BloodColor();
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virtual const char* GetTracerType();
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virtual void Spawn( void );
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virtual void SpawnClientEntity( void );
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virtual void Precache( void );
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virtual void Activate();
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virtual void ParseMapData( CEntityMapData *mapData );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool KeyValue( const char *szKeyName, float flValue );
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virtual bool KeyValue( const char *szKeyName, const Vector &vecValue );
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virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
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// Entities block Line-Of-Sight for NPCs by default.
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// Set this to false if you want to change this behavior.
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void SetBlocksLOS( bool bBlocksLOS );
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bool BlocksLOS( void );
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void SetAIWalkable( bool bBlocksLOS );
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bool IsAIWalkable( void );
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void Interp_SetupMappings( VarMapping_t *map );
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// Returns 1 if there are no more changes (ie: we could call RemoveFromInterpolationList).
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int Interp_Interpolate( VarMapping_t *map, float currentTime );
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void Interp_RestoreToLastNetworked( VarMapping_t *map );
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void Interp_UpdateInterpolationAmounts( VarMapping_t *map );
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void Interp_HierarchyUpdateInterpolationAmounts();
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// Called by the CLIENTCLASS macros.
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virtual bool Init( int entnum, int iSerialNum );
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// Called in the destructor to shutdown everything.
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void Term();
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// memory handling, uses calloc so members are zero'd out on instantiation
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void *operator new( size_t stAllocateBlock );
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void *operator new[]( size_t stAllocateBlock );
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void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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void *operator new[]( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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void operator delete( void *pMem );
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void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete( pMem ); }
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// This just picks one of the routes to IClientUnknown.
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IClientUnknown* GetIClientUnknown() { return this; }
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virtual C_BaseAnimating* GetBaseAnimating() { return NULL; }
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virtual void SetClassname( const char *className );
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string_t m_iClassname;
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// IClientUnknown overrides.
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public:
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virtual void SetRefEHandle( const CBaseHandle &handle );
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virtual const CBaseHandle& GetRefEHandle() const;
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void SetToolHandle( HTOOLHANDLE handle );
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HTOOLHANDLE GetToolHandle() const;
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void EnableInToolView( bool bEnable );
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bool IsEnabledInToolView() const;
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void SetToolRecording( bool recording );
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bool IsToolRecording() const;
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bool HasRecordedThisFrame() const;
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virtual void RecordToolMessage();
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// used to exclude entities from being recorded in the SFM tools
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void DontRecordInTools();
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bool ShouldRecordInTools() const;
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virtual void Release();
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virtual ICollideable* GetCollideable() { return &m_Collision; }
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virtual IClientNetworkable* GetClientNetworkable() { return this; }
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virtual IClientRenderable* GetClientRenderable() { return this; }
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virtual IClientEntity* GetIClientEntity() { return this; }
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virtual C_BaseEntity* GetBaseEntity() { return this; }
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virtual IClientThinkable* GetClientThinkable() { return this; }
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// Methods of IClientRenderable
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public:
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virtual const Vector& GetRenderOrigin( void );
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virtual const QAngle& GetRenderAngles( void );
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virtual Vector GetObserverCamOrigin( void ) { return GetRenderOrigin(); } // Return the origin for player observers tracking this target
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virtual const matrix3x4_t & RenderableToWorldTransform();
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virtual bool IsTransparent( void );
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virtual bool IsTwoPass( void );
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virtual bool UsesPowerOfTwoFrameBufferTexture();
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virtual bool UsesFullFrameBufferTexture();
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virtual bool IgnoresZBuffer( void ) const;
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virtual const model_t *GetModel( void ) const;
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virtual int DrawModel( int flags );
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virtual void ComputeFxBlend( void );
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virtual int GetFxBlend( void );
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virtual bool LODTest() { return true; } // NOTE: UNUSED
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virtual void GetRenderBounds( Vector& mins, Vector& maxs );
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virtual IPVSNotify* GetPVSNotifyInterface();
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virtual void GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs );
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virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType );
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// Determine the color modulation amount
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virtual void GetColorModulation( float* color );
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virtual void OnThreadedDrawSetup() {}
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public:
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virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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// To mimic server call convention
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C_BaseEntity *GetOwnerEntity( void ) const;
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void SetOwnerEntity( C_BaseEntity *pOwner );
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C_BaseEntity *GetEffectEntity( void ) const;
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void SetEffectEntity( C_BaseEntity *pEffectEnt );
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// This function returns a value that scales all damage done by this entity.
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// Use CDamageModifier to hook in damage modifiers on a guy.
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virtual float GetAttackDamageScale( void );
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// IClientNetworkable implementation.
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public:
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virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
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// save out interpolated values
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void ValidateModelIndex( void );
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// pvs info. NOTE: Do not override these!!
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virtual void SetDormant( bool bDormant );
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virtual bool IsDormant( void );
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// Tells the entity that it's about to be destroyed due to the client receiving
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// an uncompressed update that's caused it to destroy all entities & recreate them.
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virtual void SetDestroyedOnRecreateEntities( void );
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virtual int GetEFlags() const;
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virtual void SetEFlags( int iEFlags );
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void AddEFlags( int nEFlagMask );
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void RemoveEFlags( int nEFlagMask );
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bool IsEFlagSet( int nEFlagMask ) const;
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// checks to see if the entity is marked for deletion
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bool IsMarkedForDeletion( void );
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virtual int entindex( void ) const;
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// This works for client-only entities and returns the GetEntryIndex() of the entity's handle,
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// so the sound system can get an IClientEntity from it.
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int GetSoundSourceIndex() const;
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// Server to client message received
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void* GetDataTableBasePtr();
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// IClientThinkable.
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public:
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// Called whenever you registered for a think message (with SetNextClientThink).
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virtual void ClientThink();
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virtual ClientThinkHandle_t GetThinkHandle();
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virtual void SetThinkHandle( ClientThinkHandle_t hThink );
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public:
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void AddVar( void *data, IInterpolatedVar *watcher, int type, bool bSetup=false );
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void RemoveVar( void *data, bool bAssert=true );
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VarMapping_t* GetVarMapping();
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VarMapping_t m_VarMap;
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public:
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// An inline version the game code can use
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CCollisionProperty *CollisionProp();
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const CCollisionProperty*CollisionProp() const;
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CParticleProperty *ParticleProp();
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const CParticleProperty *ParticleProp() const;
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// Simply here for game shared
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bool IsFloating();
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virtual bool ShouldSavePhysics();
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// save/restore stuff
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virtual void OnSave();
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virtual void OnRestore();
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// capabilities for save/restore
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virtual int ObjectCaps( void );
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// only overload these if you have special data to serialize
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virtual int Save( ISave &save );
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virtual int Restore( IRestore &restore );
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private:
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int SaveDataDescBlock( ISave &save, datamap_t *dmap );
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int RestoreDataDescBlock( IRestore &restore, datamap_t *dmap );
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// Called after restoring data into prediction slots. This function is used in place of proxies
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// on the variables, so if some variable like m_nModelIndex needs to update other state (like
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// the model pointer), it is done here.
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void OnPostRestoreData();
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public:
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// Called after spawn, and in the case of self-managing objects, after load
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virtual bool CreateVPhysics();
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// Convenience routines to init the vphysics simulation for this object.
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// This creates a static object. Something that behaves like world geometry - solid, but never moves
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IPhysicsObject *VPhysicsInitStatic( void );
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// This creates a normal vphysics simulated object
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IPhysicsObject *VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid = NULL );
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// This creates a vphysics object with a shadow controller that follows the AI
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// Move the object to where it should be and call UpdatePhysicsShadowToCurrentPosition()
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IPhysicsObject *VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid = NULL );
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private:
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// called by all vphysics inits
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bool VPhysicsInitSetup();
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public:
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void VPhysicsSetObject( IPhysicsObject *pPhysics );
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// destroy and remove the physics object for this entity
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virtual void VPhysicsDestroyObject( void );
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// Purpose: My physics object has been updated, react or extract data
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virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
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inline IPhysicsObject *VPhysicsGetObject( void ) const { return m_pPhysicsObject; }
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virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
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virtual bool VPhysicsIsFlesh( void );
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// IClientEntity implementation.
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public:
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virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
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virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
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virtual bool UsesFlexDelayedWeights() { return false; }
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virtual void DoAnimationEvents( void );
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// Add entity to visible entities list?
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virtual void AddEntity( void );
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virtual const Vector& GetAbsOrigin( void ) const;
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virtual const QAngle& GetAbsAngles( void ) const;
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const Vector& GetNetworkOrigin() const;
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const QAngle& GetNetworkAngles() const;
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void SetNetworkOrigin( const Vector& org );
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void SetNetworkAngles( const QAngle& ang );
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const Vector& GetLocalOrigin( void ) const;
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void SetLocalOrigin( const Vector& origin );
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vec_t GetLocalOriginDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here.
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void SetLocalOriginDim( int iDim, vec_t flValue );
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const QAngle& GetLocalAngles( void ) const;
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void SetLocalAngles( const QAngle& angles );
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vec_t GetLocalAnglesDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here.
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void SetLocalAnglesDim( int iDim, vec_t flValue );
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virtual const Vector& GetPrevLocalOrigin() const;
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virtual const QAngle& GetPrevLocalAngles() const;
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void SetLocalTransform( const matrix3x4_t &localTransform );
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void SetModelName( string_t name );
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string_t GetModelName( void ) const;
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int GetModelIndex( void ) const;
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void SetModelIndex( int index );
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virtual int CalcOverrideModelIndex() { return -1; }
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// These methods return a *world-aligned* box relative to the absorigin of the entity.
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// This is used for collision purposes and is *not* guaranteed
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// to surround the entire entity's visual representation
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// NOTE: It is illegal to ask for the world-aligned bounds for
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// SOLID_BSP objects
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virtual const Vector& WorldAlignMins( ) const;
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virtual const Vector& WorldAlignMaxs( ) const;
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// This defines collision bounds *in whatever space is currently defined by the solid type*
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// SOLID_BBOX: World Align
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// SOLID_OBB: Entity space
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// SOLID_BSP: Entity space
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// SOLID_VPHYSICS Not used
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void SetCollisionBounds( const Vector& mins, const Vector &maxs );
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// NOTE: These use the collision OBB to compute a reasonable center point for the entity
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virtual const Vector& WorldSpaceCenter( ) const;
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// FIXME: Do we want this?
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const Vector& WorldAlignSize( ) const;
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bool IsPointSized() const;
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// Returns a radius of a sphere
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// *centered at the world space center* bounding the collision representation
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// of the entity. NOTE: The world space center *may* move when the entity rotates.
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float BoundingRadius() const;
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// Used when the collision prop is told to ask game code for the world-space surrounding box
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virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
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// Returns the entity-to-world transform
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matrix3x4_t &EntityToWorldTransform();
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const matrix3x4_t &EntityToWorldTransform() const;
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// Some helper methods that transform a point from entity space to world space + back
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void EntityToWorldSpace( const Vector &in, Vector *pOut ) const;
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void WorldToEntitySpace( const Vector &in, Vector *pOut ) const;
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// This function gets your parent's transform. If you're parented to an attachment,
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// this calculates the attachment's transform and gives you that.
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//
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// You must pass in tempMatrix for scratch space - it may need to fill that in and return it instead of
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// pointing you right at a variable in your parent.
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matrix3x4_t& GetParentToWorldTransform( matrix3x4_t &tempMatrix );
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void GetVectors(Vector* forward, Vector* right, Vector* up) const;
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// Sets abs angles, but also sets local angles to be appropriate
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void SetAbsOrigin( const Vector& origin );
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void SetAbsAngles( const QAngle& angles );
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void AddFlag( int flags );
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void RemoveFlag( int flagsToRemove );
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void ToggleFlag( int flagToToggle );
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int GetFlags( void ) const;
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void ClearFlags();
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MoveType_t GetMoveType( void ) const;
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MoveCollide_t GetMoveCollide( void ) const;
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virtual SolidType_t GetSolid( void ) const;
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virtual int GetSolidFlags( void ) const;
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bool IsSolidFlagSet( int flagMask ) const;
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void SetSolidFlags( int nFlags );
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void AddSolidFlags( int nFlags );
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void RemoveSolidFlags( int nFlags );
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bool IsSolid() const;
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virtual class CMouthInfo *GetMouth( void );
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// Retrieve sound spatialization info for the specified sound on this entity
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// Return false to indicate sound is not audible
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virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
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// Attachments
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virtual int LookupAttachment( const char *pAttachmentName ) { return -1; }
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virtual bool GetAttachment( int number, matrix3x4_t &matrix );
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virtual bool GetAttachment( int number, Vector &origin );
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virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
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virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
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// Team handling
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virtual C_Team *GetTeam( void );
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virtual int GetTeamNumber( void ) const;
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virtual void ChangeTeam( int iTeamNum ); // Assign this entity to a team.
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virtual int GetRenderTeamNumber( void );
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virtual bool InSameTeam( C_BaseEntity *pEntity ); // Returns true if the specified entity is on the same team as this one
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virtual bool InLocalTeam( void );
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// ID Target handling
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virtual bool IsValidIDTarget( void ) { return false; }
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virtual const char *GetIDString( void ) { return ""; };
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// See CSoundEmitterSystem
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virtual void ModifyEmitSoundParams( EmitSound_t ¶ms );
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void EmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter( this ), and EmitSound( filter, entindex(), etc. );
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void EmitSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter( this ), and EmitSound( filter, entindex(), etc. );
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void StopSound( const char *soundname );
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void StopSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
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void GenderExpandString( char const *in, char *out, int maxlen );
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static float GetSoundDuration( const char *soundname, char const *actormodel );
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static bool GetParametersForSound( const char *soundname, CSoundParameters ¶ms, const char *actormodel );
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static bool GetParametersForSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, CSoundParameters ¶ms, const char *actormodel );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHANDLE& handle, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL );
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static void StopSound( int iEntIndex, const char *soundname );
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static soundlevel_t LookupSoundLevel( const char *soundname );
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static soundlevel_t LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params, HSOUNDSCRIPTHANDLE& handle );
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static void StopSound( int iEntIndex, int iChannel, const char *pSample );
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static void EmitAmbientSound( int entindex, const Vector& origin, const char *soundname, int flags = 0, float soundtime = 0.0f, float *duration = NULL );
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// These files need to be listed in scripts/game_sounds_manifest.txt
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static HSOUNDSCRIPTHANDLE PrecacheScriptSound( const char *soundname );
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static void PrefetchScriptSound( const char *soundname );
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// For each client who appears to be a valid recipient, checks the client has disabled CC and if so, removes them from
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// the recipient list.
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static void RemoveRecipientsIfNotCloseCaptioning( C_RecipientFilter& filter );
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static void EmitCloseCaption( IRecipientFilter& filter, int entindex, char const *token, CUtlVector< Vector >& soundorigins, float duration, bool warnifmissing = false );
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// Moves all aiments into their correct position for the frame
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static void MarkAimEntsDirty();
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static void CalcAimEntPositions();
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static bool IsPrecacheAllowed();
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static void SetAllowPrecache( bool allow );
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static bool m_bAllowPrecache;
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static bool IsSimulatingOnAlternateTicks();
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// C_BaseEntity local functions
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public:
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void UpdatePartitionListEntry();
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// This can be used to setup the entity as a client-only entity.
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// Override this to perform per-entity clientside setup
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virtual bool InitializeAsClientEntity( const char *pszModelName, RenderGroup_t renderGroup );
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// This function gets called on all client entities once per simulation phase.
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// It dispatches events like OnDataChanged(), and calls the legacy function AddEntity().
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virtual void Simulate();
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// This event is triggered during the simulation phase if an entity's data has changed. It is
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// better to hook this instead of PostDataUpdate() because in PostDataUpdate(), server entity origins
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// are incorrect and attachment points can't be used.
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virtual void OnDataChanged( DataUpdateType_t type );
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// This is called once per frame before any data is read in from the server.
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virtual void OnPreDataChanged( DataUpdateType_t type );
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bool IsStandable() const;
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bool IsBSPModel() const;
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// If this is a vehicle, returns the vehicle interface
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virtual IClientVehicle* GetClientVehicle() { return NULL; }
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// Returns the aiment render origin + angles
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virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
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// get network origin from previous update
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virtual const Vector& GetOldOrigin();
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// Methods relating to traversing hierarchy
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C_BaseEntity *GetMoveParent( void ) const;
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C_BaseEntity *GetRootMoveParent();
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C_BaseEntity *FirstMoveChild( void ) const;
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C_BaseEntity *NextMovePeer( void ) const;
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inline ClientEntityHandle_t GetClientHandle() const { return ClientEntityHandle_t( m_RefEHandle ); }
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inline bool IsServerEntity( void );
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virtual RenderGroup_t GetRenderGroup();
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virtual void GetToolRecordingState( KeyValues *msg );
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virtual void CleanupToolRecordingState( KeyValues *msg );
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// The value returned by here determines whether or not (and how) the entity
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// is put into the spatial partition.
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virtual CollideType_t GetCollideType( void );
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virtual bool ShouldDraw();
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inline bool IsVisible() const { return m_hRender != INVALID_CLIENT_RENDER_HANDLE; }
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void UpdateVisibility();
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// Returns true if the entity changes its position every frame on the server but it doesn't
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// set animtime. In that case, the client returns true here so it copies the server time to
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// animtime in OnDataChanged and the position history is correct for interpolation.
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virtual bool IsSelfAnimating();
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// Set appropriate flags and store off data when these fields are about to change
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virtual void OnLatchInterpolatedVariables( int flags );
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// For predictable entities, stores last networked value
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void OnStoreLastNetworkedValue();
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// Initialize things given a new model.
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virtual CStudioHdr *OnNewModel();
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virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect );
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bool IsSimulatedEveryTick() const;
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bool IsAnimatedEveryTick() const;
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void SetSimulatedEveryTick( bool sim );
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void SetAnimatedEveryTick( bool anim );
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void Interp_Reset( VarMapping_t *map );
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virtual void ResetLatched();
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float GetInterpolationAmount( int flags );
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float GetLastChangeTime( int flags );
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// Interpolate the position for rendering
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virtual bool Interpolate( float currentTime );
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// Did the object move so far that it shouldn't interpolate?
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bool Teleported( void );
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// Is this a submodel of the world ( *1 etc. in name ) ( brush models only )
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virtual bool IsSubModel( void );
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// Deal with EF_* flags
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virtual void CreateLightEffects( void );
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void AddToAimEntsList();
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void RemoveFromAimEntsList();
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// Reset internal fields
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virtual void Clear( void );
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// Helper to draw raw brush models
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virtual int DrawBrushModel( bool bTranslucent, int nFlags, bool bTwoPass );
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// returns the material animation start time
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virtual float GetTextureAnimationStartTime();
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// Indicates that a texture animation has wrapped
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virtual void TextureAnimationWrapped();
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// Set the next think time. Pass in CLIENT_THINK_ALWAYS to have Think() called each frame.
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virtual void SetNextClientThink( float nextThinkTime );
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// anything that has health can override this...
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virtual void SetHealth(int iHealth) {}
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virtual int GetHealth() const { return 0; }
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virtual int GetMaxHealth() const { return 1; }
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virtual bool IsVisibleToTargetID( void ) { return false; }
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// Returns the health fraction
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float HealthFraction() const;
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// Should this object cast shadows?
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virtual ShadowType_t ShadowCastType();
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// Should this object receive shadows?
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virtual bool ShouldReceiveProjectedTextures( int flags );
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// Shadow-related methods
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virtual bool IsShadowDirty( );
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virtual void MarkShadowDirty( bool bDirty );
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virtual IClientRenderable *GetShadowParent();
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virtual IClientRenderable *FirstShadowChild();
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virtual IClientRenderable *NextShadowPeer();
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// Sets up a render handle so the leaf system will draw this entity.
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void AddToLeafSystem();
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void AddToLeafSystem( RenderGroup_t group );
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// remove entity form leaf system again
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void RemoveFromLeafSystem();
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// A method to apply a decal to an entity
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virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd,
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const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
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virtual void AddColoredDecal( const Vector& rayStart, const Vector& rayEnd,
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const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, Color cColor, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
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// A method to remove all decals from an entity
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void RemoveAllDecals( void );
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// Is this a brush model?
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bool IsBrushModel() const;
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// A random value 0-1 used by proxies to make sure they're not all in sync
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float ProxyRandomValue() const { return m_flProxyRandomValue; }
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// The spawn time of this entity
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float SpawnTime() const { return m_flSpawnTime; }
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virtual bool IsClientCreated( void ) const;
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virtual void UpdateOnRemove( void );
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virtual void SUB_Remove( void );
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// Prediction stuff
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/////////////////
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void CheckInitPredictable( const char *context );
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void AllocateIntermediateData( void );
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void DestroyIntermediateData( void );
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void ShiftIntermediateDataForward( int slots_to_remove, int previous_last_slot );
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void *GetPredictedFrame( int framenumber );
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void *GetOriginalNetworkDataObject( void );
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bool IsIntermediateDataAllocated( void ) const;
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void InitPredictable( void );
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void ShutdownPredictable( void );
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virtual void SetPredictable( bool state );
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bool GetPredictable( void ) const;
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void PreEntityPacketReceived( int commands_acknowledged );
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void PostEntityPacketReceived( void );
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bool PostNetworkDataReceived( int commands_acknowledged );
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bool GetPredictionEligible( void ) const;
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void SetPredictionEligible( bool canpredict );
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enum
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{
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SLOT_ORIGINALDATA = -1,
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};
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int SaveData( const char *context, int slot, int type );
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virtual int RestoreData( const char *context, int slot, int type );
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virtual char const * DamageDecal( int bitsDamageType, int gameMaterial );
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virtual void DecalTrace( trace_t *pTrace, char const *decalName );
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virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
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virtual bool ShouldPredict( void ) { return false; };
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// interface function pointers
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void (C_BaseEntity::*m_pfnThink)(void);
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virtual void Think( void )
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{
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AssertMsg( m_pfnThink != &C_BaseEntity::Think, "Infinite recursion is infinitely bad." );
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if ( m_pfnThink )
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{
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( this->*m_pfnThink )();
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}
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}
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void PhysicsDispatchThink( BASEPTR thinkFunc );
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// Toggle the visualization of the entity's abs/bbox
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enum
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{
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VISUALIZE_COLLISION_BOUNDS = 0x1,
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VISUALIZE_SURROUNDING_BOUNDS = 0x2,
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VISUALIZE_RENDER_BOUNDS = 0x4,
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};
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void ToggleBBoxVisualization( int fVisFlags );
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void DrawBBoxVisualizations( void );
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// Methods implemented on both client and server
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public:
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void SetSize( const Vector &vecMin, const Vector &vecMax ); // UTIL_SetSize( pev, mins, maxs );
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char const *GetClassname( void );
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char const *GetDebugName( void );
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static int PrecacheModel( const char *name );
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static bool PrecacheSound( const char *name );
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static void PrefetchSound( const char *name );
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void Remove( ); // UTIL_Remove( this );
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public:
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// Returns the attachment point index on our parent that our transform is relative to.
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// 0 if we're relative to the parent's absorigin and absangles.
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unsigned char GetParentAttachment() const;
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// Externalized data objects ( see sharreddefs.h for DataObjectType_t )
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bool HasDataObjectType( int type ) const;
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void AddDataObjectType( int type );
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void RemoveDataObjectType( int type );
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void *GetDataObject( int type );
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void *CreateDataObject( int type );
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void DestroyDataObject( int type );
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void DestroyAllDataObjects( void );
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// Determine approximate velocity based on updates from server
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void EstimateAbsVelocity( Vector& vel );
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#if !defined( NO_ENTITY_PREDICTION )
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// The player drives simulation of this entity
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void SetPlayerSimulated( C_BasePlayer *pOwner );
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bool IsPlayerSimulated( void ) const;
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CBasePlayer *GetSimulatingPlayer( void );
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void UnsetPlayerSimulated( void );
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#endif
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// Sorry folks, here lies TF2-specific stuff that really has no other place to go
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virtual bool CanBePoweredUp( void ) { return false; }
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virtual bool AttemptToPowerup( int iPowerup, float flTime, float flAmount = 0, C_BaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL ) { return false; }
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void SetCheckUntouch( bool check );
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bool GetCheckUntouch() const;
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virtual bool IsCurrentlyTouching( void ) const;
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virtual void StartTouch( C_BaseEntity *pOther );
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virtual void Touch( C_BaseEntity *pOther );
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virtual void EndTouch( C_BaseEntity *pOther );
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void (C_BaseEntity ::*m_pfnTouch)( C_BaseEntity *pOther );
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void PhysicsStep( void );
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protected:
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static bool sm_bDisableTouchFuncs; // Disables PhysicsTouch and PhysicsStartTouch function calls
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public:
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touchlink_t *PhysicsMarkEntityAsTouched( C_BaseEntity *other );
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void PhysicsTouch( C_BaseEntity *pentOther );
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void PhysicsStartTouch( C_BaseEntity *pentOther );
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// HACKHACK:Get the trace_t from the last physics touch call (replaces the even-hackier global trace vars)
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static const trace_t &GetTouchTrace( void );
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// FIXME: Should be private, but I can't make em private just yet
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void PhysicsImpact( C_BaseEntity *other, trace_t &trace );
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void PhysicsMarkEntitiesAsTouching( C_BaseEntity *other, trace_t &trace );
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void PhysicsMarkEntitiesAsTouchingEventDriven( C_BaseEntity *other, trace_t &trace );
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// Physics helper
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static void PhysicsRemoveTouchedList( C_BaseEntity *ent );
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static void PhysicsNotifyOtherOfUntouch( C_BaseEntity *ent, C_BaseEntity *other );
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static void PhysicsRemoveToucher( C_BaseEntity *other, touchlink_t *link );
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groundlink_t *AddEntityToGroundList( CBaseEntity *other );
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void PhysicsStartGroundContact( CBaseEntity *pentOther );
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static void PhysicsNotifyOtherOfGroundRemoval( CBaseEntity *ent, CBaseEntity *other );
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static void PhysicsRemoveGround( CBaseEntity *other, groundlink_t *link );
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static void PhysicsRemoveGroundList( CBaseEntity *ent );
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void StartGroundContact( CBaseEntity *ground );
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void EndGroundContact( CBaseEntity *ground );
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void SetGroundChangeTime( float flTime );
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float GetGroundChangeTime( void );
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// Remove this as ground entity for all object resting on this object
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void WakeRestingObjects();
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bool HasNPCsOnIt();
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bool PhysicsCheckWater( void );
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void PhysicsCheckVelocity( void );
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void PhysicsAddHalfGravity( float timestep );
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void PhysicsAddGravityMove( Vector &move );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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void SetGroundEntity( C_BaseEntity *ground );
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C_BaseEntity *GetGroundEntity( void );
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void PhysicsPushEntity( const Vector& push, trace_t *pTrace );
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void PhysicsCheckWaterTransition( void );
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// Performs the collision resolution for fliers.
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void PerformFlyCollisionResolution( trace_t &trace, Vector &move );
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void ResolveFlyCollisionBounce( trace_t &trace, Vector &vecVelocity, float flMinTotalElasticity = 0.0f );
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void ResolveFlyCollisionSlide( trace_t &trace, Vector &vecVelocity );
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void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity );
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void PhysicsCheckForEntityUntouch( void );
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// Creates the shadow (if it doesn't already exist) based on shadow cast type
|
|
void CreateShadow();
|
|
|
|
// Destroys the shadow; causes its type to be recomputed if the entity doesn't go away immediately.
|
|
void DestroyShadow();
|
|
|
|
protected:
|
|
// think function handling
|
|
enum thinkmethods_t
|
|
{
|
|
THINK_FIRE_ALL_FUNCTIONS,
|
|
THINK_FIRE_BASE_ONLY,
|
|
THINK_FIRE_ALL_BUT_BASE,
|
|
};
|
|
public:
|
|
|
|
// Unlinks from hierarchy
|
|
// Set the movement parent. Your local origin and angles will become relative to this parent.
|
|
// If iAttachment is a valid attachment on the parent, then your local origin and angles
|
|
// are relative to the attachment on this entity.
|
|
void SetParent( C_BaseEntity *pParentEntity, int iParentAttachment=0 );
|
|
|
|
bool PhysicsRunThink( thinkmethods_t thinkMethod = THINK_FIRE_ALL_FUNCTIONS );
|
|
bool PhysicsRunSpecificThink( int nContextIndex, BASEPTR thinkFunc );
|
|
|
|
virtual void PhysicsSimulate( void );
|
|
virtual bool IsAlive( void );
|
|
|
|
bool IsInWorld( void ) { return true; }
|
|
|
|
bool IsWorld() { return entindex() == 0; }
|
|
/////////////////
|
|
|
|
virtual bool IsPlayer( void ) const { return false; };
|
|
virtual bool IsBaseCombatCharacter( void ) { return false; };
|
|
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; }
|
|
virtual bool IsNPC( void ) { return false; }
|
|
C_AI_BaseNPC *MyNPCPointer( void );
|
|
virtual bool IsNextBot() { return false; }
|
|
// TF2 specific
|
|
virtual bool IsBaseObject( void ) const { return false; }
|
|
virtual bool IsBaseCombatWeapon( void ) const { return false; }
|
|
virtual class C_BaseCombatWeapon *MyCombatWeaponPointer() { return NULL; }
|
|
virtual bool IsCombatItem( void ) const { return false; }
|
|
|
|
virtual bool IsBaseTrain( void ) const { return false; }
|
|
|
|
// Returns the eye point + angles (used for viewing + shooting)
|
|
virtual Vector EyePosition( void );
|
|
virtual const QAngle& EyeAngles( void ); // Direction of eyes
|
|
virtual const QAngle& LocalEyeAngles( void ); // Direction of eyes in local space (pl.v_angle)
|
|
|
|
// position of ears
|
|
virtual Vector EarPosition( void );
|
|
|
|
Vector EyePosition( void ) const; // position of eyes
|
|
const QAngle &EyeAngles( void ) const; // Direction of eyes in world space
|
|
const QAngle &LocalEyeAngles( void ) const; // Direction of eyes
|
|
Vector EarPosition( void ) const; // position of ears
|
|
|
|
// Called by physics to see if we should avoid a collision test....
|
|
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
|
|
|
|
// Sets physics parameters
|
|
void SetFriction( float flFriction );
|
|
|
|
void SetGravity( float flGravity );
|
|
float GetGravity( void ) const;
|
|
|
|
// Sets the model from a model index
|
|
void SetModelByIndex( int nModelIndex );
|
|
|
|
// Set model... (NOTE: Should only be used by client-only entities
|
|
// Returns false if the model name is bogus or otherwise can't be loaded
|
|
bool SetModel( const char *pModelName );
|
|
|
|
void SetModelPointer( const model_t *pModel );
|
|
|
|
|
|
// Access movetype and solid.
|
|
void SetMoveType( MoveType_t val, MoveCollide_t moveCollide = MOVECOLLIDE_DEFAULT ); // Set to one of the MOVETYPE_ defines.
|
|
void SetMoveCollide( MoveCollide_t val ); // Set to one of the MOVECOLLIDE_ defines.
|
|
void SetSolid( SolidType_t val ); // Set to one of the SOLID_ defines.
|
|
|
|
// NOTE: Setting the abs velocity in either space will cause a recomputation
|
|
// in the other space, so setting the abs velocity will also set the local vel
|
|
void SetLocalVelocity( const Vector &vecVelocity );
|
|
void SetAbsVelocity( const Vector &vecVelocity );
|
|
const Vector& GetLocalVelocity() const;
|
|
const Vector& GetAbsVelocity( ) const;
|
|
|
|
void ApplyLocalVelocityImpulse( const Vector &vecImpulse );
|
|
void ApplyAbsVelocityImpulse( const Vector &vecImpulse );
|
|
void ApplyLocalAngularVelocityImpulse( const AngularImpulse &angImpulse );
|
|
|
|
// NOTE: Setting the abs velocity in either space will cause a recomputation
|
|
// in the other space, so setting the abs velocity will also set the local vel
|
|
void SetLocalAngularVelocity( const QAngle &vecAngVelocity );
|
|
const QAngle& GetLocalAngularVelocity( ) const;
|
|
|
|
// void SetAbsAngularVelocity( const QAngle &vecAngAbsVelocity );
|
|
// const QAngle& GetAbsAngularVelocity( ) const;
|
|
|
|
const Vector& GetBaseVelocity() const;
|
|
void SetBaseVelocity( const Vector& v );
|
|
|
|
virtual const Vector &GetViewOffset() const;
|
|
virtual void SetViewOffset( const Vector& v );
|
|
|
|
#ifdef SIXENSE
|
|
const Vector& GetEyeOffset() const;
|
|
void SetEyeOffset( const Vector& v );
|
|
|
|
const QAngle & GetEyeAngleOffset() const;
|
|
void SetEyeAngleOffset( const QAngle & qa );
|
|
#endif
|
|
|
|
// Invalidates the abs state of all children
|
|
void InvalidatePhysicsRecursive( int nChangeFlags );
|
|
|
|
ClientRenderHandle_t GetRenderHandle() const;
|
|
|
|
void SetRemovalFlag( bool bRemove );
|
|
|
|
// Effects...
|
|
bool IsEffectActive( int nEffectMask ) const;
|
|
void AddEffects( int nEffects );
|
|
void RemoveEffects( int nEffects );
|
|
int GetEffects( void ) const;
|
|
void ClearEffects( void );
|
|
void SetEffects( int nEffects );
|
|
|
|
// Computes the abs position of a point specified in local space
|
|
void ComputeAbsPosition( const Vector &vecLocalPosition, Vector *pAbsPosition );
|
|
|
|
// Computes the abs position of a direction specified in local space
|
|
void ComputeAbsDirection( const Vector &vecLocalDirection, Vector *pAbsDirection );
|
|
|
|
// These methods encapsulate MOVETYPE_FOLLOW, which became obsolete
|
|
void FollowEntity( CBaseEntity *pBaseEntity, bool bBoneMerge = true );
|
|
void StopFollowingEntity( ); // will also change to MOVETYPE_NONE
|
|
bool IsFollowingEntity();
|
|
CBaseEntity *GetFollowedEntity();
|
|
|
|
// For shadows rendering the correct body + sequence...
|
|
virtual int GetBody() { return 0; }
|
|
virtual int GetSkin() { return 0; }
|
|
|
|
// Stubs on client
|
|
void NetworkStateManualMode( bool activate ) { }
|
|
void NetworkStateChanged() { }
|
|
void NetworkStateChanged( void *pVar ) { }
|
|
void NetworkStateSetUpdateInterval( float N ) { }
|
|
void NetworkStateForceUpdate() { }
|
|
|
|
// Think functions with contexts
|
|
int RegisterThinkContext( const char *szContext );
|
|
BASEPTR ThinkSet( BASEPTR func, float flNextThinkTime = 0, const char *szContext = NULL );
|
|
void SetNextThink( float nextThinkTime, const char *szContext = NULL );
|
|
float GetNextThink( const char *szContext = NULL );
|
|
float GetLastThink( const char *szContext = NULL );
|
|
int GetNextThinkTick( const char *szContext = NULL );
|
|
int GetLastThinkTick( const char *szContext = NULL );
|
|
|
|
// These set entity flags (EFL_*) to help optimize queries
|
|
void CheckHasThinkFunction( bool isThinkingHint = false );
|
|
void CheckHasGamePhysicsSimulation();
|
|
bool WillThink();
|
|
bool WillSimulateGamePhysics();
|
|
int GetFirstThinkTick(); // get first tick thinking on any context
|
|
|
|
float GetAnimTime() const;
|
|
void SetAnimTime( float at );
|
|
|
|
float GetSimulationTime() const;
|
|
void SetSimulationTime( float st );
|
|
|
|
float GetCreateTime() { return m_flCreateTime; }
|
|
void SetCreateTime( float flCreateTime ) { m_flCreateTime = flCreateTime; }
|
|
|
|
int GetCreationTick() const;
|
|
|
|
#ifdef _DEBUG
|
|
void FunctionCheck( void *pFunction, const char *name );
|
|
|
|
ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name )
|
|
{
|
|
//COMPILE_TIME_ASSERT( sizeof(func) == 4 );
|
|
m_pfnTouch = func;
|
|
//FunctionCheck( *(reinterpret_cast<void **>(&m_pfnTouch)), name );
|
|
return func;
|
|
}
|
|
#endif
|
|
|
|
// Gets the model instance + shadow handle
|
|
virtual ModelInstanceHandle_t GetModelInstance() { return m_ModelInstance; }
|
|
void SetModelInstance( ModelInstanceHandle_t hInstance) { m_ModelInstance = hInstance; }
|
|
bool SnatchModelInstance( C_BaseEntity * pToEntity );
|
|
virtual ClientShadowHandle_t GetShadowHandle() const { return m_ShadowHandle; }
|
|
virtual ClientRenderHandle_t& RenderHandle();
|
|
|
|
void CreateModelInstance();
|
|
|
|
// Sets the origin + angles to match the last position received
|
|
void MoveToLastReceivedPosition( bool force = false );
|
|
|
|
protected:
|
|
// Only meant to be called from subclasses
|
|
void DestroyModelInstance();
|
|
|
|
// Interpolate entity
|
|
static void ProcessTeleportList();
|
|
static void ProcessInterpolatedList();
|
|
static void CheckInterpolatedVarParanoidMeasurement();
|
|
|
|
// overrideable rules if an entity should interpolate
|
|
virtual bool ShouldInterpolate();
|
|
|
|
// Call this in OnDataChanged if you don't chain it down!
|
|
void MarkMessageReceived();
|
|
|
|
// Gets the last message time
|
|
float GetLastMessageTime() const { return m_flLastMessageTime; }
|
|
|
|
// For non-players
|
|
int PhysicsClipVelocity (const Vector& in, const Vector& normal, Vector& out, float overbounce );
|
|
|
|
// Allow entities to perform client-side fades
|
|
virtual unsigned char GetClientSideFade() { return 255; }
|
|
|
|
protected:
|
|
// Two part guts of Interpolate(). Shared with C_BaseAnimating.
|
|
enum
|
|
{
|
|
INTERPOLATE_STOP=0,
|
|
INTERPOLATE_CONTINUE
|
|
};
|
|
|
|
// Returns INTERPOLATE_STOP or INTERPOLATE_CONTINUE.
|
|
// bNoMoreChanges is set to 1 if you can call RemoveFromInterpolationList on the entity.
|
|
int BaseInterpolatePart1( float ¤tTime, Vector &oldOrigin, QAngle &oldAngles, Vector &oldVel, int &bNoMoreChanges );
|
|
void BaseInterpolatePart2( Vector &oldOrigin, QAngle &oldAngles, Vector &oldVel, int nChangeFlags );
|
|
|
|
|
|
public:
|
|
// Accessors for above
|
|
static int GetPredictionRandomSeed( void );
|
|
static void SetPredictionRandomSeed( const CUserCmd *cmd );
|
|
static C_BasePlayer *GetPredictionPlayer( void );
|
|
static void SetPredictionPlayer( C_BasePlayer *player );
|
|
static void CheckCLInterpChanged();
|
|
|
|
// Collision group accessors
|
|
int GetCollisionGroup() const;
|
|
void SetCollisionGroup( int collisionGroup );
|
|
void CollisionRulesChanged();
|
|
|
|
static C_BaseEntity *Instance( int iEnt );
|
|
// Doesn't do much, but helps with trace results
|
|
static C_BaseEntity *Instance( IClientEntity *ent );
|
|
static C_BaseEntity *Instance( CBaseHandle hEnt );
|
|
// For debugging shared code
|
|
static bool IsServer( void );
|
|
static bool IsClient( void );
|
|
static char const *GetDLLType( void );
|
|
static void SetAbsQueriesValid( bool bValid );
|
|
static bool IsAbsQueriesValid( void );
|
|
|
|
// Enable/disable abs recomputations on a stack.
|
|
static void PushEnableAbsRecomputations( bool bEnable );
|
|
static void PopEnableAbsRecomputations();
|
|
|
|
// This requires the abs recomputation stack to be empty and just sets the global state.
|
|
// It should only be used at the scope of the frame loop.
|
|
static void EnableAbsRecomputations( bool bEnable );
|
|
|
|
static bool IsAbsRecomputationsEnabled( void );
|
|
|
|
|
|
// Bloat the culling bbox past the parent ent's bbox in local space if EF_BONEMERGE_FASTCULL is set.
|
|
virtual void BoneMergeFastCullBloat( Vector &localMins, Vector &localMaxs, const Vector &thisEntityMins, const Vector &thisEntityMaxs ) const;
|
|
|
|
|
|
// Accessors for color.
|
|
const color32 GetRenderColor() const;
|
|
void SetRenderColor( byte r, byte g, byte b );
|
|
void SetRenderColor( byte r, byte g, byte b, byte a );
|
|
void SetRenderColorR( byte r );
|
|
void SetRenderColorG( byte g );
|
|
void SetRenderColorB( byte b );
|
|
void SetRenderColorA( byte a );
|
|
|
|
void SetRenderMode( RenderMode_t nRenderMode, bool bForceUpdate = false );
|
|
RenderMode_t GetRenderMode() const;
|
|
|
|
public:
|
|
|
|
// Determine what entity this corresponds to
|
|
int index;
|
|
|
|
// Render information
|
|
unsigned char m_nRenderFX;
|
|
unsigned char m_nRenderFXBlend;
|
|
|
|
// Entity flags that are only for the client (ENTCLIENTFLAG_ defines).
|
|
unsigned short m_EntClientFlags;
|
|
|
|
CNetworkColor32( m_clrRender );
|
|
|
|
private:
|
|
|
|
// Model for rendering
|
|
const model_t *model;
|
|
|
|
public:
|
|
// Time animation sequence or frame was last changed
|
|
float m_flAnimTime;
|
|
float m_flOldAnimTime;
|
|
|
|
float m_flSimulationTime;
|
|
float m_flOldSimulationTime;
|
|
|
|
float m_flCreateTime;
|
|
|
|
byte m_ubInterpolationFrame;
|
|
byte m_ubOldInterpolationFrame;
|
|
|
|
private:
|
|
// Effects to apply
|
|
int m_fEffects;
|
|
unsigned char m_nRenderMode;
|
|
unsigned char m_nOldRenderMode;
|
|
|
|
public:
|
|
// Used to store the state we were added to the BSP as, so it can
|
|
// reinsert the entity if the state changes.
|
|
ClientRenderHandle_t m_hRender; // link into spatial partition
|
|
|
|
// Interpolation says don't draw yet
|
|
bool m_bReadyToDraw;
|
|
|
|
// Should we be interpolating?
|
|
static bool IsInterpolationEnabled();
|
|
|
|
// Should we interpolate this tick? (Used to be EF_NOINTERP)
|
|
bool IsNoInterpolationFrame();
|
|
|
|
//
|
|
int m_nNextThinkTick;
|
|
int m_nLastThinkTick;
|
|
|
|
// Object model index
|
|
short m_nModelIndex;
|
|
|
|
#ifdef TF_CLIENT_DLL
|
|
int m_nModelIndexOverrides[MAX_VISION_MODES];
|
|
#endif
|
|
|
|
char m_takedamage;
|
|
char m_lifeState;
|
|
|
|
int m_iHealth;
|
|
|
|
// was pev->speed
|
|
float m_flSpeed;
|
|
|
|
// Team Handling
|
|
int m_iTeamNum;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Certain entities (projectiles) can be created on the client
|
|
CPredictableId m_PredictableID;
|
|
PredictionContext *m_pPredictionContext;
|
|
#endif
|
|
|
|
// used so we know when things are no longer touching
|
|
int touchStamp;
|
|
|
|
// Called after predicted entity has been acknowledged so that no longer needed entity can
|
|
// be deleted
|
|
// Return true to force deletion right now, regardless of isbeingremoved
|
|
virtual bool OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted );
|
|
|
|
bool IsDormantPredictable( void ) const;
|
|
bool BecameDormantThisPacket( void ) const;
|
|
void SetDormantPredictable( bool dormant );
|
|
|
|
int GetWaterLevel() const;
|
|
void SetWaterLevel( int nLevel );
|
|
int GetWaterType() const;
|
|
void SetWaterType( int nType );
|
|
|
|
float GetElasticity( void ) const;
|
|
|
|
int GetTextureFrameIndex( void );
|
|
void SetTextureFrameIndex( int iIndex );
|
|
|
|
virtual bool GetShadowCastDistance( float *pDist, ShadowType_t shadowType ) const;
|
|
virtual bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const;
|
|
virtual C_BaseEntity *GetShadowUseOtherEntity( void ) const;
|
|
virtual void SetShadowUseOtherEntity( C_BaseEntity *pEntity );
|
|
|
|
CInterpolatedVar< QAngle >& GetRotationInterpolator();
|
|
CInterpolatedVar< Vector >& GetOriginInterpolator();
|
|
virtual bool AddRagdollToFadeQueue( void ) { return true; }
|
|
|
|
// Dirty bits
|
|
void MarkRenderHandleDirty();
|
|
|
|
// used by SourceTV since move-parents may be missing when child spawns.
|
|
void HierarchyUpdateMoveParent();
|
|
|
|
virtual bool IsDeflectable() { return false; }
|
|
|
|
protected:
|
|
int m_nFXComputeFrame;
|
|
|
|
// FIXME: Should I move the functions handling these out of C_ClientEntity
|
|
// and into C_BaseEntity? Then we could make these private.
|
|
// Client handle
|
|
CBaseHandle m_RefEHandle; // Reference ehandle. Used to generate ehandles off this entity.
|
|
|
|
private:
|
|
// Set by tools if this entity should route "info" to various tools listening to HTOOLENTITIES
|
|
#ifndef NO_TOOLFRAMEWORK
|
|
bool m_bEnabledInToolView;
|
|
bool m_bToolRecording;
|
|
HTOOLHANDLE m_ToolHandle;
|
|
int m_nLastRecordedFrame;
|
|
bool m_bRecordInTools; // should this entity be recorded in the tools (we exclude some things like models for menus)
|
|
#endif
|
|
|
|
protected:
|
|
// pointer to the entity's physics object (vphysics.dll)
|
|
IPhysicsObject *m_pPhysicsObject;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
bool m_bPredictionEligible;
|
|
#endif
|
|
|
|
int m_nSimulationTick;
|
|
|
|
// Think contexts
|
|
int GetIndexForThinkContext( const char *pszContext );
|
|
CUtlVector< thinkfunc_t > m_aThinkFunctions;
|
|
int m_iCurrentThinkContext;
|
|
|
|
// Object eye position
|
|
Vector m_vecViewOffset;
|
|
|
|
#if defined(SIXENSE)
|
|
Vector m_vecEyeOffset;
|
|
QAngle m_EyeAngleOffset;
|
|
#endif
|
|
// Allow studio models to tell us what their m_nBody value is
|
|
virtual int GetStudioBody( void ) { return 0; }
|
|
|
|
public:
|
|
// This can be used to setup the entity as a client-only entity. It gets an entity handle,
|
|
// a render handle, and is put into the spatial partition.
|
|
bool InitializeAsClientEntityByIndex( int iIndex, RenderGroup_t renderGroup );
|
|
|
|
private:
|
|
friend void OnRenderStart();
|
|
|
|
// Figure out the smoothly interpolated origin for all server entities. Happens right before
|
|
// letting all entities simulate.
|
|
static void InterpolateServerEntities();
|
|
|
|
// Check which entities want to be drawn and add them to the leaf system.
|
|
static void AddVisibleEntities();
|
|
|
|
// For entities marked for recording, post bone messages to IToolSystems
|
|
static void ToolRecordEntities();
|
|
|
|
// Computes the base velocity
|
|
void UpdateBaseVelocity( void );
|
|
|
|
// Physics-related private methods
|
|
void PhysicsPusher( void );
|
|
void PhysicsNone( void );
|
|
void PhysicsNoclip( void );
|
|
void PhysicsParent( void );
|
|
void PhysicsStepRunTimestep( float timestep );
|
|
void PhysicsToss( void );
|
|
void PhysicsCustom( void );
|
|
|
|
// Simulation in local space of rigid children
|
|
void PhysicsRigidChild( void );
|
|
|
|
// Computes absolute position based on hierarchy
|
|
void CalcAbsolutePosition( );
|
|
void CalcAbsoluteVelocity();
|
|
|
|
// Computes new angles based on the angular velocity
|
|
void SimulateAngles( float flFrameTime );
|
|
|
|
// Implement this if you use MOVETYPE_CUSTOM
|
|
virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
|
|
|
|
// methods related to decal adding
|
|
void AddStudioDecal( const Ray_t& ray, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS );
|
|
void AddColoredStudioDecal( const Ray_t& ray, int hitbox, int decalIndex, bool doTrace, trace_t& tr, Color cColor, int maxLODToDecal );
|
|
void AddBrushModelDecal( const Ray_t& ray, const Vector& decalCenter, int decalIndex, bool doTrace, trace_t& tr );
|
|
|
|
void ComputePackedOffsets( void );
|
|
int ComputePackedSize_R( datamap_t *map );
|
|
int GetIntermediateDataSize( void );
|
|
|
|
void UnlinkChild( C_BaseEntity *pParent, C_BaseEntity *pChild );
|
|
void LinkChild( C_BaseEntity *pParent, C_BaseEntity *pChild );
|
|
void HierarchySetParent( C_BaseEntity *pNewParent );
|
|
void UnlinkFromHierarchy();
|
|
|
|
// Computes the water level + type
|
|
void UpdateWaterState();
|
|
|
|
// Checks a sweep without actually performing the move
|
|
void PhysicsCheckSweep( const Vector& vecAbsStart, const Vector &vecAbsDelta, trace_t *pTrace );
|
|
|
|
// FIXME: REMOVE!!!
|
|
void MoveToAimEnt( );
|
|
|
|
// Sets/Gets the next think based on context index
|
|
void SetNextThink( int nContextIndex, float thinkTime );
|
|
void SetLastThink( int nContextIndex, float thinkTime );
|
|
float GetNextThink( int nContextIndex ) const;
|
|
int GetNextThinkTick( int nContextIndex ) const;
|
|
|
|
// Object velocity
|
|
Vector m_vecVelocity;
|
|
CInterpolatedVar< Vector > m_iv_vecVelocity;
|
|
|
|
Vector m_vecAbsVelocity;
|
|
|
|
// was pev->avelocity
|
|
QAngle m_vecAngVelocity;
|
|
|
|
// QAngle m_vecAbsAngVelocity;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// It's still in the list for "fixup purposes" and simulation, but don't try to render it any more...
|
|
bool m_bDormantPredictable;
|
|
|
|
// So we can clean it up
|
|
int m_nIncomingPacketEntityBecameDormant;
|
|
#endif
|
|
|
|
// The spawn time of the entity
|
|
float m_flSpawnTime;
|
|
|
|
// Timestamp of message arrival
|
|
float m_flLastMessageTime;
|
|
|
|
// Base velocity
|
|
Vector m_vecBaseVelocity;
|
|
|
|
// Gravity multiplier
|
|
float m_flGravity;
|
|
|
|
// Model instance data..
|
|
ModelInstanceHandle_t m_ModelInstance;
|
|
|
|
// Shadow data
|
|
ClientShadowHandle_t m_ShadowHandle;
|
|
|
|
// A random value used by material proxies for each model instance.
|
|
float m_flProxyRandomValue;
|
|
|
|
ClientThinkHandle_t m_hThink;
|
|
|
|
int m_iEFlags; // entity flags EFL_*
|
|
|
|
// Object movetype
|
|
unsigned char m_MoveType;
|
|
unsigned char m_MoveCollide;
|
|
unsigned char m_iParentAttachment; // 0 if we're relative to the parent's absorigin and absangles.
|
|
unsigned char m_iOldParentAttachment;
|
|
|
|
unsigned char m_nWaterLevel;
|
|
unsigned char m_nWaterType;
|
|
// For client/server entities, true if the entity goes outside the PVS.
|
|
// Unused for client only entities.
|
|
bool m_bDormant;
|
|
// Prediction system
|
|
bool m_bPredictable;
|
|
|
|
|
|
// Hierarchy
|
|
CHandle<C_BaseEntity> m_pMoveParent;
|
|
CHandle<C_BaseEntity> m_pMoveChild;
|
|
CHandle<C_BaseEntity> m_pMovePeer;
|
|
CHandle<C_BaseEntity> m_pMovePrevPeer;
|
|
|
|
// The moveparent received from networking data
|
|
CHandle<C_BaseEntity> m_hNetworkMoveParent;
|
|
CHandle<C_BaseEntity> m_hOldMoveParent;
|
|
|
|
string_t m_ModelName;
|
|
|
|
CNetworkVarEmbedded( CCollisionProperty, m_Collision );
|
|
CNetworkVarEmbedded( CParticleProperty, m_Particles );
|
|
|
|
// Physics state
|
|
float m_flElasticity;
|
|
|
|
float m_flShadowCastDistance;
|
|
EHANDLE m_ShadowDirUseOtherEntity;
|
|
|
|
EHANDLE m_hGroundEntity;
|
|
float m_flGroundChangeTime;
|
|
|
|
|
|
// Friction.
|
|
float m_flFriction;
|
|
|
|
Vector m_vecAbsOrigin;
|
|
|
|
// Object orientation
|
|
QAngle m_angAbsRotation;
|
|
|
|
Vector m_vecOldOrigin;
|
|
QAngle m_vecOldAngRotation;
|
|
|
|
Vector m_vecOrigin;
|
|
CInterpolatedVar< Vector > m_iv_vecOrigin;
|
|
QAngle m_angRotation;
|
|
CInterpolatedVar< QAngle > m_iv_angRotation;
|
|
|
|
// Specifies the entity-to-world transform
|
|
matrix3x4_t m_rgflCoordinateFrame;
|
|
|
|
// Last values to come over the wire. Used for interpolation.
|
|
Vector m_vecNetworkOrigin;
|
|
QAngle m_angNetworkAngles;
|
|
|
|
// Behavior flags
|
|
int m_fFlags;
|
|
|
|
// used to cull collision tests
|
|
int m_CollisionGroup;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// For storing prediction results and pristine network state
|
|
byte *m_pIntermediateData[ MULTIPLAYER_BACKUP ];
|
|
byte *m_pOriginalData;
|
|
int m_nIntermediateDataCount;
|
|
|
|
bool m_bIsPlayerSimulated;
|
|
#endif
|
|
|
|
CNetworkVar( bool, m_bSimulatedEveryTick );
|
|
CNetworkVar( bool, m_bAnimatedEveryTick );
|
|
CNetworkVar( bool, m_bAlternateSorting );
|
|
|
|
//Adrian
|
|
unsigned char m_iTextureFrameIndex;
|
|
|
|
// Bbox visualization
|
|
unsigned char m_fBBoxVisFlags;
|
|
|
|
// The list that holds OnDataChanged events uses this to make sure we don't get multiple
|
|
// OnDataChanged calls in the same frame if the client receives multiple packets.
|
|
int m_DataChangeEventRef;
|
|
|
|
#if !defined( NO_ENTITY_PREDICTION )
|
|
// Player who is driving my simulation
|
|
CHandle< CBasePlayer > m_hPlayerSimulationOwner;
|
|
#endif
|
|
|
|
// The owner!
|
|
EHANDLE m_hOwnerEntity;
|
|
EHANDLE m_hEffectEntity;
|
|
|
|
// This is a random seed used by the networking code to allow client - side prediction code
|
|
// randon number generators to spit out the same random numbers on both sides for a particular
|
|
// usercmd input.
|
|
static int m_nPredictionRandomSeed;
|
|
static C_BasePlayer *m_pPredictionPlayer;
|
|
static bool s_bAbsQueriesValid;
|
|
static bool s_bAbsRecomputationEnabled;
|
|
|
|
static bool s_bInterpolate;
|
|
|
|
int m_fDataObjectTypes;
|
|
|
|
AimEntsListHandle_t m_AimEntsListHandle;
|
|
int m_nCreationTick;
|
|
|
|
|
|
public:
|
|
float m_fRenderingClipPlane[4]; //world space clip plane when drawing
|
|
bool m_bEnableRenderingClipPlane; //true to use the custom clip plane when drawing
|
|
float * GetRenderClipPlane( void ); // Rendering clip plane, should be 4 floats, return value of NULL indicates a disabled render clip plane
|
|
|
|
protected:
|
|
|
|
void AddToInterpolationList();
|
|
void RemoveFromInterpolationList();
|
|
unsigned short m_InterpolationListEntry; // Entry into g_InterpolationList (or g_InterpolationList.InvalidIndex if not in the list).
|
|
|
|
void AddToTeleportList();
|
|
void RemoveFromTeleportList();
|
|
unsigned short m_TeleportListEntry;
|
|
|
|
CThreadFastMutex m_CalcAbsolutePositionMutex;
|
|
CThreadFastMutex m_CalcAbsoluteVelocityMutex;
|
|
|
|
#ifdef TF_CLIENT_DLL
|
|
// TF prevents drawing of any entity attached to players that aren't items in the inventory of the player.
|
|
// This is to prevent servers creating fake cosmetic items and attaching them to players.
|
|
public:
|
|
virtual bool ValidateEntityAttachedToPlayer( bool &bShouldRetry );
|
|
bool EntityDeemedInvalid( void ) { return (m_bValidatedOwner && m_bDeemedInvalid); }
|
|
protected:
|
|
bool m_bValidatedOwner;
|
|
bool m_bDeemedInvalid;
|
|
bool m_bWasDeemedInvalid;
|
|
RenderMode_t m_PreviousRenderMode;
|
|
color32 m_PreviousRenderColor;
|
|
#endif
|
|
};
|
|
|
|
EXTERN_RECV_TABLE(DT_BaseEntity);
|
|
|
|
inline bool FClassnameIs( C_BaseEntity *pEntity, const char *szClassname )
|
|
{
|
|
Assert( pEntity );
|
|
if ( pEntity == NULL )
|
|
return false;
|
|
|
|
return !strcmp( pEntity->GetClassname(), szClassname ) ? true : false;
|
|
}
|
|
|
|
#define SetThink( a ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), 0, NULL )
|
|
#define SetContextThink( a, b, context ) ThinkSet( static_cast <void (CBaseEntity::*)(void)> (a), (b), context )
|
|
|
|
#ifdef _DEBUG
|
|
#define SetTouch( a ) TouchSet( static_cast <void (C_BaseEntity::*)(C_BaseEntity *)> (a), #a )
|
|
|
|
#else
|
|
#define SetTouch( a ) m_pfnTouch = static_cast <void (C_BaseEntity::*)(C_BaseEntity *)> (a)
|
|
|
|
#endif
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// An inline version the game code can use
|
|
//-----------------------------------------------------------------------------
|
|
inline CCollisionProperty *C_BaseEntity::CollisionProp()
|
|
{
|
|
return &m_Collision;
|
|
}
|
|
|
|
inline const CCollisionProperty *C_BaseEntity::CollisionProp() const
|
|
{
|
|
return &m_Collision;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// An inline version the game code can use
|
|
//-----------------------------------------------------------------------------
|
|
inline CParticleProperty *C_BaseEntity::ParticleProp()
|
|
{
|
|
return &m_Particles;
|
|
}
|
|
|
|
inline const CParticleProperty *C_BaseEntity::ParticleProp() const
|
|
{
|
|
return &m_Particles;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Returns whether this entity was created on the client.
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::IsServerEntity( void )
|
|
{
|
|
return index != -1;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Inline methods
|
|
//-----------------------------------------------------------------------------
|
|
inline matrix3x4_t &C_BaseEntity::EntityToWorldTransform()
|
|
{
|
|
Assert( s_bAbsQueriesValid );
|
|
CalcAbsolutePosition();
|
|
return m_rgflCoordinateFrame;
|
|
}
|
|
|
|
inline const matrix3x4_t &C_BaseEntity::EntityToWorldTransform() const
|
|
{
|
|
Assert( s_bAbsQueriesValid );
|
|
const_cast<C_BaseEntity*>(this)->CalcAbsolutePosition();
|
|
return m_rgflCoordinateFrame;
|
|
}
|
|
|
|
inline const Vector& C_BaseEntity::GetNetworkOrigin() const
|
|
{
|
|
return m_vecNetworkOrigin;
|
|
}
|
|
|
|
inline const QAngle& C_BaseEntity::GetNetworkAngles() const
|
|
{
|
|
return m_angNetworkAngles;
|
|
}
|
|
|
|
inline const model_t *C_BaseEntity::GetModel( void ) const
|
|
{
|
|
return model;
|
|
}
|
|
|
|
inline int C_BaseEntity::GetModelIndex( void ) const
|
|
{
|
|
return m_nModelIndex;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Some helper methods that transform a point from entity space to world space + back
|
|
//-----------------------------------------------------------------------------
|
|
inline void C_BaseEntity::EntityToWorldSpace( const Vector &in, Vector *pOut ) const
|
|
{
|
|
if ( GetAbsAngles() == vec3_angle )
|
|
{
|
|
VectorAdd( in, GetAbsOrigin(), *pOut );
|
|
}
|
|
else
|
|
{
|
|
VectorTransform( in, EntityToWorldTransform(), *pOut );
|
|
}
|
|
}
|
|
|
|
inline void C_BaseEntity::WorldToEntitySpace( const Vector &in, Vector *pOut ) const
|
|
{
|
|
if ( GetAbsAngles() == vec3_angle )
|
|
{
|
|
VectorSubtract( in, GetAbsOrigin(), *pOut );
|
|
}
|
|
else
|
|
{
|
|
VectorITransform( in, EntityToWorldTransform(), *pOut );
|
|
}
|
|
}
|
|
|
|
inline const Vector &C_BaseEntity::GetAbsVelocity( ) const
|
|
{
|
|
Assert( s_bAbsQueriesValid );
|
|
const_cast<C_BaseEntity*>(this)->CalcAbsoluteVelocity();
|
|
return m_vecAbsVelocity;
|
|
}
|
|
|
|
inline C_BaseEntity *C_BaseEntity::Instance( IClientEntity *ent )
|
|
{
|
|
return ent ? ent->GetBaseEntity() : NULL;
|
|
}
|
|
|
|
// For debugging shared code
|
|
inline bool C_BaseEntity::IsServer( void )
|
|
{
|
|
return false;
|
|
}
|
|
|
|
inline bool C_BaseEntity::IsClient( void )
|
|
{
|
|
return true;
|
|
}
|
|
|
|
inline const char *C_BaseEntity::GetDLLType( void )
|
|
{
|
|
return "client";
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to solid type + flags
|
|
//-----------------------------------------------------------------------------
|
|
inline void C_BaseEntity::SetSolidFlags( int nFlags )
|
|
{
|
|
CollisionProp()->SetSolidFlags( nFlags );
|
|
}
|
|
|
|
inline bool C_BaseEntity::IsSolidFlagSet( int flagMask ) const
|
|
{
|
|
return CollisionProp()->IsSolidFlagSet( flagMask );
|
|
}
|
|
|
|
inline int C_BaseEntity::GetSolidFlags( void ) const
|
|
{
|
|
return CollisionProp()->GetSolidFlags( );
|
|
}
|
|
|
|
inline void C_BaseEntity::AddSolidFlags( int nFlags )
|
|
{
|
|
CollisionProp()->AddSolidFlags( nFlags );
|
|
}
|
|
|
|
inline void C_BaseEntity::RemoveSolidFlags( int nFlags )
|
|
{
|
|
CollisionProp()->RemoveSolidFlags( nFlags );
|
|
}
|
|
|
|
inline bool C_BaseEntity::IsSolid() const
|
|
{
|
|
return CollisionProp()->IsSolid( );
|
|
}
|
|
|
|
inline void C_BaseEntity::SetSolid( SolidType_t val )
|
|
{
|
|
CollisionProp()->SetSolid( val );
|
|
}
|
|
|
|
inline SolidType_t C_BaseEntity::GetSolid( ) const
|
|
{
|
|
return CollisionProp()->GetSolid( );
|
|
}
|
|
|
|
inline void C_BaseEntity::SetCollisionBounds( const Vector& mins, const Vector &maxs )
|
|
{
|
|
CollisionProp()->SetCollisionBounds( mins, maxs );
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to bounds
|
|
//-----------------------------------------------------------------------------
|
|
inline const Vector& C_BaseEntity::WorldAlignMins( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBMins();
|
|
}
|
|
|
|
inline const Vector& C_BaseEntity::WorldAlignMaxs( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBMaxs();
|
|
}
|
|
|
|
inline const Vector& C_BaseEntity::WorldAlignSize( ) const
|
|
{
|
|
Assert( !CollisionProp()->IsBoundsDefinedInEntitySpace() );
|
|
Assert( CollisionProp()->GetCollisionAngles() == vec3_angle );
|
|
return CollisionProp()->OBBSize();
|
|
}
|
|
|
|
inline float CBaseEntity::BoundingRadius() const
|
|
{
|
|
return CollisionProp()->BoundingRadius();
|
|
}
|
|
|
|
inline bool CBaseEntity::IsPointSized() const
|
|
{
|
|
return CollisionProp()->BoundingRadius() == 0.0f;
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods relating to traversing hierarchy
|
|
//-----------------------------------------------------------------------------
|
|
inline C_BaseEntity *C_BaseEntity::GetMoveParent( void ) const
|
|
{
|
|
return m_pMoveParent;
|
|
}
|
|
|
|
inline C_BaseEntity *C_BaseEntity::FirstMoveChild( void ) const
|
|
{
|
|
return m_pMoveChild;
|
|
}
|
|
|
|
inline C_BaseEntity *C_BaseEntity::NextMovePeer( void ) const
|
|
{
|
|
return m_pMovePeer;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Velocity
|
|
//-----------------------------------------------------------------------------
|
|
inline const Vector& C_BaseEntity::GetLocalVelocity() const
|
|
{
|
|
return m_vecVelocity;
|
|
}
|
|
|
|
inline const QAngle& C_BaseEntity::GetLocalAngularVelocity( ) const
|
|
{
|
|
return m_vecAngVelocity;
|
|
}
|
|
|
|
inline const Vector& C_BaseEntity::GetBaseVelocity() const
|
|
{
|
|
return m_vecBaseVelocity;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetBaseVelocity( const Vector& v )
|
|
{
|
|
m_vecBaseVelocity = v;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetFriction( float flFriction )
|
|
{
|
|
m_flFriction = flFriction;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetGravity( float flGravity )
|
|
{
|
|
m_flGravity = flGravity;
|
|
}
|
|
|
|
inline float C_BaseEntity::GetGravity( void ) const
|
|
{
|
|
return m_flGravity;
|
|
}
|
|
|
|
inline int C_BaseEntity::GetWaterLevel() const
|
|
{
|
|
return m_nWaterLevel;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetWaterLevel( int nLevel )
|
|
{
|
|
m_nWaterLevel = nLevel;
|
|
}
|
|
|
|
inline float C_BaseEntity::GetElasticity( void ) const
|
|
{
|
|
return m_flElasticity;
|
|
}
|
|
|
|
inline const color32 CBaseEntity::GetRenderColor() const
|
|
{
|
|
return m_clrRender.Get();
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColor( byte r, byte g, byte b )
|
|
{
|
|
color32 clr = { r, g, b, m_clrRender->a };
|
|
m_clrRender = clr;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColor( byte r, byte g, byte b, byte a )
|
|
{
|
|
color32 clr = { r, g, b, a };
|
|
m_clrRender = clr;
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColorR( byte r )
|
|
{
|
|
SetRenderColor( r, GetRenderColor().g, GetRenderColor().b );
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColorG( byte g )
|
|
{
|
|
SetRenderColor( GetRenderColor().r, g, GetRenderColor().b );
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColorB( byte b )
|
|
{
|
|
SetRenderColor( GetRenderColor().r, GetRenderColor().g, b );
|
|
}
|
|
|
|
inline void C_BaseEntity::SetRenderColorA( byte a )
|
|
{
|
|
SetRenderColor( GetRenderColor().r, GetRenderColor().g, GetRenderColor().b, a );
|
|
}
|
|
|
|
inline RenderMode_t CBaseEntity::GetRenderMode() const
|
|
{
|
|
return (RenderMode_t)m_nRenderMode;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// checks to see if the entity is marked for deletion
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::IsMarkedForDeletion( void )
|
|
{
|
|
return (m_iEFlags & EFL_KILLME);
|
|
}
|
|
|
|
inline void C_BaseEntity::AddEFlags( int nEFlagMask )
|
|
{
|
|
m_iEFlags |= nEFlagMask;
|
|
}
|
|
|
|
inline void C_BaseEntity::RemoveEFlags( int nEFlagMask )
|
|
{
|
|
m_iEFlags &= ~nEFlagMask;
|
|
}
|
|
|
|
inline bool CBaseEntity::IsEFlagSet( int nEFlagMask ) const
|
|
{
|
|
return (m_iEFlags & nEFlagMask) != 0;
|
|
}
|
|
|
|
inline unsigned char CBaseEntity::GetParentAttachment() const
|
|
{
|
|
return m_iParentAttachment;
|
|
}
|
|
|
|
inline ClientRenderHandle_t CBaseEntity::GetRenderHandle() const
|
|
{
|
|
return m_hRender;
|
|
}
|
|
|
|
inline ClientRenderHandle_t& CBaseEntity::RenderHandle()
|
|
{
|
|
return m_hRender;
|
|
}
|
|
|
|
#ifdef SIXENSE
|
|
|
|
inline const Vector& CBaseEntity::GetEyeOffset() const
|
|
{
|
|
return m_vecEyeOffset;
|
|
}
|
|
|
|
inline void CBaseEntity::SetEyeOffset( const Vector& v )
|
|
{
|
|
m_vecEyeOffset = v;
|
|
}
|
|
|
|
inline const QAngle & CBaseEntity::GetEyeAngleOffset() const
|
|
{
|
|
return m_EyeAngleOffset;
|
|
}
|
|
|
|
inline void CBaseEntity::SetEyeAngleOffset( const QAngle & qa )
|
|
{
|
|
m_EyeAngleOffset = qa;
|
|
}
|
|
|
|
#endif
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Methods to cast away const
|
|
//-----------------------------------------------------------------------------
|
|
inline Vector C_BaseEntity::EyePosition( void ) const
|
|
{
|
|
return const_cast<C_BaseEntity*>(this)->EyePosition();
|
|
}
|
|
|
|
inline const QAngle &C_BaseEntity::EyeAngles( void ) const // Direction of eyes in world space
|
|
{
|
|
return const_cast<C_BaseEntity*>(this)->EyeAngles();
|
|
}
|
|
|
|
inline const QAngle &C_BaseEntity::LocalEyeAngles( void ) const // Direction of eyes
|
|
{
|
|
return const_cast<C_BaseEntity*>(this)->LocalEyeAngles();
|
|
}
|
|
|
|
inline Vector C_BaseEntity::EarPosition( void ) const // position of ears
|
|
{
|
|
return const_cast<C_BaseEntity*>(this)->EarPosition();
|
|
}
|
|
|
|
inline VarMapping_t* C_BaseEntity::GetVarMapping()
|
|
{
|
|
return &m_VarMap;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Should we be interpolating?
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::IsInterpolationEnabled()
|
|
{
|
|
return s_bInterpolate;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Should we be interpolating during this frame? (was EF_NOINTERP)
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::IsNoInterpolationFrame()
|
|
{
|
|
return m_ubOldInterpolationFrame != m_ubInterpolationFrame;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : handle -
|
|
// Output : inline void
|
|
//-----------------------------------------------------------------------------
|
|
inline void C_BaseEntity::SetToolHandle( HTOOLHANDLE handle )
|
|
{
|
|
#ifndef NO_TOOLFRAMEWORK
|
|
m_ToolHandle = handle;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : -
|
|
// Output : inline HTOOLHANDLE
|
|
//-----------------------------------------------------------------------------
|
|
inline HTOOLHANDLE C_BaseEntity::GetToolHandle() const
|
|
{
|
|
#ifndef NO_TOOLFRAMEWORK
|
|
return m_ToolHandle;
|
|
#else
|
|
return (HTOOLHANDLE)0;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::IsEnabledInToolView() const
|
|
{
|
|
#ifndef NO_TOOLFRAMEWORK
|
|
return m_bEnabledInToolView;
|
|
#else
|
|
return false;
|
|
#endif
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : -
|
|
// Output : inline bool
|
|
//-----------------------------------------------------------------------------
|
|
inline bool C_BaseEntity::ShouldRecordInTools() const
|
|
{
|
|
#ifndef NO_TOOLFRAMEWORK
|
|
return m_bRecordInTools;
|
|
#else
|
|
return true;
|
|
#endif
|
|
}
|
|
|
|
C_BaseEntity *CreateEntityByName( const char *className );
|
|
|
|
#endif // C_BASEENTITY_H
|