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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#if !defined( C_TE_LEGACYTEMPENTS_H )
#define C_TE_LEGACYTEMPENTS_H
#ifdef _WIN32
#pragma once
#endif
class C_BaseEntity; class C_LocalTempEntity; struct model_t;
#include "mempool.h"
#include "utllinkedlist.h"
extern color24 white24; #if defined( CSTRIKE_DLL ) || defined( SDK_DLL )
enum { CS_SHELL_9MM = 0, CS_SHELL_57, CS_SHELL_12GAUGE, CS_SHELL_556, CS_SHELL_762NATO, CS_SHELL_338MAG, }; #endif
//-----------------------------------------------------------------------------
// Purpose: Interface for lecacy temp entities
//-----------------------------------------------------------------------------
abstract_class ITempEnts { public: virtual ~ITempEnts() {}
virtual void Init( void ) = 0; virtual void Shutdown( void ) = 0; virtual void LevelInit() = 0; virtual void LevelShutdown() = 0;
virtual void Update( void ) = 0; virtual void Clear( void ) = 0;
virtual C_LocalTempEntity *FindTempEntByID( int nID, int nSubID ) = 0;
virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size ) = 0; virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale ) = 0; virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson ) = 0; virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson ) = 0; virtual C_LocalTempEntity *SpawnTempModel( model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags ) = 0; virtual void BreakModel( const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags) = 0; virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed ) = 0; virtual void BubbleTrail( const Vector &start, const Vector &end, float flWaterZ, int modelIndex, int count, float speed ) = 0; virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags ) = 0; virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current ) = 0; virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate ) = 0; virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale ) = 0; virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin ) = 0; virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ) = 0; virtual void KillAttachedTents( int client ) = 0; virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand ) = 0; virtual void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed ) = 0; virtual void RocketFlare( const Vector& pos ) = 0; virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp ) = 0; virtual void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0, color24 renderColor = white24 ) = 0; virtual C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAccel, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL ) = 0; };
//-----------------------------------------------------------------------------
// Purpose: Default implementation of the temp entity interface
//-----------------------------------------------------------------------------
class CTempEnts : public ITempEnts { // Construction
public: CTempEnts( void ); virtual ~CTempEnts( void ); // Exposed interface
public: virtual void Init( void ); virtual void Shutdown( void );
virtual void LevelInit();
virtual void LevelShutdown();
virtual void Update( void ); virtual void Clear( void );
virtual C_LocalTempEntity *FindTempEntByID( int nID, int nSubID );
// Legacy temp entities still supported
virtual void BloodSprite( const Vector &org, int r, int g, int b, int a, int modelIndex, int modelIndex2, float size ); virtual void RicochetSprite( const Vector &pos, model_t *pmodel, float duration, float scale );
virtual void MuzzleFlash( int type, ClientEntityHandle_t hEntity, int attachmentIndex, bool firstPerson ); virtual void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false ); virtual void BreakModel(const Vector &pos, const QAngle &angles, const Vector &size, const Vector &dir, float random, float life, int count, int modelIndex, char flags); virtual void Bubbles( const Vector &mins, const Vector &maxs, float height, int modelIndex, int count, float speed ); virtual void BubbleTrail( const Vector &start, const Vector &end, float height, int modelIndex, int count, float speed ); virtual void Sprite_Explode( C_LocalTempEntity *pTemp, float scale, int flags ); virtual void FizzEffect( C_BaseEntity *pent, int modelIndex, int density, int current ); virtual C_LocalTempEntity *DefaultSprite( const Vector &pos, int spriteIndex, float framerate ); virtual void Sprite_Smoke( C_LocalTempEntity *pTemp, float scale ); virtual C_LocalTempEntity *TempSprite( const Vector &pos, const Vector &dir, float scale, int modelIndex, int rendermode, int renderfx, float a, float life, int flags, const Vector &normal = vec3_origin ); virtual void AttachTentToPlayer( int client, int modelIndex, float zoffset, float life ); virtual void KillAttachedTents( int client ); virtual void Sprite_Spray( const Vector &pos, const Vector &dir, int modelIndex, int count, int speed, int iRand ); void Sprite_Trail( const Vector &vecStart, const Vector &vecEnd, int modelIndex, int nCount, float flLife, float flSize, float flAmplitude, int nRenderamt, float flSpeed );
virtual void PlaySound ( C_LocalTempEntity *pTemp, float damp ); virtual C_LocalTempEntity *SpawnTempModel( model_t *pModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, float flLifeTime, int iFlags ); void RocketFlare( const Vector& pos ); void PhysicsProp( int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects = 0, color24 renderColor = white24 ); C_LocalTempEntity *ClientProjectile( const Vector& vecOrigin, const Vector& vecVelocity, const Vector& vecAcceleration, int modelindex, int lifetime, CBaseEntity *pOwner, const char *pszImpactEffect = NULL, const char *pszParticleEffect = NULL );
// Data
enum { MAX_TEMP_ENTITIES = 500, MAX_TEMP_ENTITY_SPRITES = 200, MAX_TEMP_ENTITY_STUDIOMODEL = 50, }; private: // Global temp entity pool
CClassMemoryPool< C_LocalTempEntity > m_TempEntsPool; CUtlLinkedList< C_LocalTempEntity *, unsigned short > m_TempEnts;
// Muzzle flash sprites
struct model_t *m_pSpriteMuzzleFlash[10]; struct model_t *m_pSpriteAR2Flash[4]; struct model_t *m_pShells[3]; struct model_t *m_pSpriteCombineFlash[2];
#if defined( CSTRIKE_DLL ) || defined ( SDK_DLL )
struct model_t *m_pCS_9MMShell; struct model_t *m_pCS_57Shell; struct model_t *m_pCS_12GaugeShell; struct model_t *m_pCS_556Shell; struct model_t *m_pCS_762NATOShell; struct model_t *m_pCS_338MAGShell; #endif
// Internal methods also available to children
protected: C_LocalTempEntity *TempEntAlloc( const Vector& org, model_t *model ); C_LocalTempEntity *TempEntAllocHigh( const Vector& org, model_t *model );
// Material handle caches
private:
inline void CacheMuzzleFlashes( void ); PMaterialHandle m_Material_MuzzleFlash_Player[4]; PMaterialHandle m_Material_MuzzleFlash_NPC[4]; PMaterialHandle m_Material_Combine_MuzzleFlash_Player[2]; PMaterialHandle m_Material_Combine_MuzzleFlash_NPC[2];
// Internal methods
private: CTempEnts( const CTempEnts & );
void TempEntFree( int index ); C_LocalTempEntity *TempEntAlloc(); bool FreeLowPriorityTempEnt();
int AddVisibleTempEntity( C_LocalTempEntity *pEntity );
// AR2
void MuzzleFlash_AR2_Player( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity ); void MuzzleFlash_AR2_NPC( const Vector &origin, const QAngle &angles, ClientEntityHandle_t hEntity ); // SMG1
void MuzzleFlash_SMG1_Player( ClientEntityHandle_t hEntity, int attachmentIndex ); void MuzzleFlash_SMG1_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ); // Shotgun
void MuzzleFlash_Shotgun_Player( ClientEntityHandle_t hEntity, int attachmentIndex ); void MuzzleFlash_Shotgun_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ); // Pistol
void MuzzleFlash_Pistol_Player( ClientEntityHandle_t hEntity, int attachmentIndex ); void MuzzleFlash_Pistol_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ); // Combine
void MuzzleFlash_Combine_Player( ClientEntityHandle_t hEntity, int attachmentIndex ); void MuzzleFlash_Combine_NPC( ClientEntityHandle_t hEntity, int attachmentIndex );
// 357
void MuzzleFlash_357_Player( ClientEntityHandle_t hEntity, int attachmentIndex );
// RPG
void MuzzleFlash_RPG_NPC( ClientEntityHandle_t hEntity, int attachmentIndex ); };
extern ITempEnts *tempents;
#endif // C_TE_LEGACYTEMPENTS_H
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