Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef PATHTRACK_H
#define PATHTRACK_H
#ifdef _WIN32
#pragma once
#endif
#include "entityoutput.h"
//-----------------------------------------------------------------------------
// Spawnflag for CPathTrack
//-----------------------------------------------------------------------------
#define SF_PATH_DISABLED 0x00000001
//#define SF_PATH_FIREONCE 0x00000002
#define SF_PATH_ALTREVERSE 0x00000004
#define SF_PATH_DISABLE_TRAIN 0x00000008
#define SF_PATH_TELEPORT 0x00000010
#define SF_PATH_ALTERNATE 0x00008000
enum TrackOrientationType_t { TrackOrientation_Fixed = 0, TrackOrientation_FacePath, TrackOrientation_FacePathAngles, };
//-----------------------------------------------------------------------------
// Paths!
//-----------------------------------------------------------------------------
class CPathTrack : public CServerOnlyPointEntity { DECLARE_CLASS( CPathTrack, CServerOnlyPointEntity );
public: CPathTrack();
void Spawn( void ); void Activate( void ); void DrawDebugGeometryOverlays(); void ToggleAlternatePath( void ); void EnableAlternatePath( void ); void DisableAlternatePath( void ); bool HasAlternathPath() const;
void TogglePath( void ); void EnablePath( void ); void DisablePath( void );
static CPathTrack *ValidPath( CPathTrack *ppath, int testFlag = true ); // Returns ppath if enabled, NULL otherwise
CPathTrack *GetNextInDir( bool bForward ); CPathTrack *GetNext( void ); CPathTrack *GetPrevious( void ); CPathTrack *Nearest( const Vector &origin ); //CPathTrack *LookAhead( Vector &origin, float dist, int move );
CPathTrack *LookAhead( Vector &origin, float dist, int move, CPathTrack **pNextNext = NULL );
TrackOrientationType_t GetOrientationType(); QAngle GetOrientation( bool bForwardDir );
CPathTrack *m_pnext; CPathTrack *m_pprevious; CPathTrack *m_paltpath;
float GetRadius() const { return m_flRadius; }
// These four methods help for circular path checking. Call BeginIteration
// before iterating, EndInteration afterwards. Call Visit on each path in the
// list. Then you can use HasBeenVisited to see if you've visited the node
// already, which means you've got a circular or lasso path. You can use the
// macro BEGIN_PATH_TRACK_ITERATION below to simplify the calls to
// BeginInteration + EndIteration.
static void BeginIteration(); static void EndIteration(); void Visit(); bool HasBeenVisited() const;
private: void Project( CPathTrack *pstart, CPathTrack *pend, Vector &origin, float dist ); void SetPrevious( CPathTrack *pprevious ); void Link( void ); static CPathTrack *Instance( edict_t *pent );
void InputPass( inputdata_t &inputdata ); void InputToggleAlternatePath( inputdata_t &inputdata ); void InputEnableAlternatePath( inputdata_t &inputdata ); void InputDisableAlternatePath( inputdata_t &inputdata );
void InputTogglePath( inputdata_t &inputdata ); void InputEnablePath( inputdata_t &inputdata ); void InputDisablePath( inputdata_t &inputdata );
DECLARE_DATADESC();
float m_flRadius; float m_length; string_t m_altName; int m_nIterVal; TrackOrientationType_t m_eOrientationType;
COutputEvent m_OnPass;
static int s_nCurrIterVal; static bool s_bIsIterating; };
//-----------------------------------------------------------------------------
// Used to make sure circular iteration works all nice
//-----------------------------------------------------------------------------
#define BEGIN_PATH_TRACK_ITERATION() CPathTrackVisitor _visit
class CPathTrackVisitor { public: CPathTrackVisitor() { CPathTrack::BeginIteration(); } ~CPathTrackVisitor() { CPathTrack::EndIteration(); } };
#endif // PATHTRACK_H
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