//===== Copyright (c) Valve Corporation, All rights reserved. ======// // // Purpose: A base class for the client-side representation of entities. // // This class encompasses both entities that are created on the server // and networked to the client AND entities that are created on the // client. // // $NoKeywords: $ //==================================================================// #ifndef C_BASEENTITY_H #define C_BASEENTITY_H #ifdef _WIN32 #pragma once #endif #include "mathlib/vector.h" #include "icliententityinternal.h" #include "engine/ivmodelrender.h" #include "client_class.h" #include "iclientshadowmgr.h" #include "ehandle.h" #include "iclientunknown.h" #include "client_thinklist.h" #if !defined( NO_ENTITY_PREDICTION ) #include "predictableid.h" #endif #include "soundflags.h" #include "shareddefs.h" #include "networkvar.h" #include "sharedvar.h" #include "tier1/interpolatedvar.h" #include "collisionproperty.h" #include "particle_property.h" #include "toolframework/itoolentity.h" #include "tier0/threadtools.h" #include "vscript/ivscript.h" #include "vscript_shared.h" class C_Team; class IPhysicsObject; class IClientVehicle; class CPredictionCopy; class C_BasePlayer; struct studiohdr_t; class CStudioHdr; class CDamageModifier; class IRecipientFilter; class CUserCmd; struct solid_t; class ISave; class IRestore; class C_BaseAnimating; class C_BaseAnimatingOverlay; class C_AI_BaseNPC; struct EmitSound_t; class C_RecipientFilter; class CTakeDamageInfo; class C_BaseCombatCharacter; class CEntityMapData; class ConVar; class CClientAlphaProperty; struct CSoundParameters; class CCallQueue; typedef unsigned int AimEntsListHandle_t; #define INVALID_AIMENTS_LIST_HANDLE (AimEntsListHandle_t)~0 extern void RecvProxy_LocalVelocity( const CRecvProxyData *pData, void *pStruct, void *pOut ); enum CollideType_t { ENTITY_SHOULD_NOT_COLLIDE = 0, ENTITY_SHOULD_COLLIDE, ENTITY_SHOULD_RESPOND }; class VarMapEntry_t { public: unsigned short type; unsigned short m_bNeedsToInterpolate; // Set to false when this var doesn't // need Interpolate() called on it anymore. void *data; IInterpolatedVar *watcher; }; struct VarMapping_t { VarMapping_t() { m_nInterpolatedEntries = 0; } CUtlVector< VarMapEntry_t > m_Entries; int m_nInterpolatedEntries; float m_lastInterpolationTime; }; #define DECLARE_INTERPOLATION() // How many data slots to use when in multiplayer. #define MULTIPLAYER_BACKUP 150 struct serialentity_t; typedef CHandle EHANDLE; // The client's version of EHANDLE. typedef void (C_BaseEntity::*BASEPTR)(void); typedef void (C_BaseEntity::*ENTITYFUNCPTR)(C_BaseEntity *pOther ); // For entity creation on the client typedef C_BaseEntity* (*DISPATCHFUNCTION)( void ); #include "touchlink.h" #include "groundlink.h" #if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID ) //----------------------------------------------------------------------------- // Purpose: For fully client side entities we use this information to determine // authoritatively if the server has acknowledged creating this entity, etc. //----------------------------------------------------------------------------- struct PredictionContext { PredictionContext() { m_bActive = false; m_nCreationCommandNumber = -1; m_pszCreationModule = NULL; m_nCreationLineNumber = 0; m_hServerEntity = NULL; } // The command_number of the usercmd which created this entity bool m_bActive; int m_nCreationCommandNumber; char const *m_pszCreationModule; int m_nCreationLineNumber; // The entity to whom we are attached CHandle< C_BaseEntity > m_hServerEntity; }; #endif //----------------------------------------------------------------------------- // Purpose: think contexts //----------------------------------------------------------------------------- struct thinkfunc_t { BASEPTR m_pfnThink; string_t m_iszContext; int m_nNextThinkTick; int m_nLastThinkTick; }; #define CREATE_PREDICTED_ENTITY( className ) \ C_BaseEntity::CreatePredictedEntityByName( className, __FILE__, __LINE__ ); // Entity flags that only exist on the client. #define ENTCLIENTFLAG_GETTINGSHADOWRENDERBOUNDS 0x0001 // Tells us if we're getting the real ent render bounds or the shadow render bounds. #define ENTCLIENTFLAG_DONTUSEIK 0x0002 // Don't use IK on this entity even if its model has IK. #define ENTCLIENTFLAG_ALWAYS_INTERPOLATE 0x0004 // Used by view models. enum entity_list_ids_t { ENTITY_LIST_INTERPOLATE = 0, ENTITY_LIST_TELEPORT, ENTITY_LIST_PRERENDER, ENTITY_LIST_SIMULATE, ENTITY_LIST_DELETE, NUM_ENTITY_LISTS }; template< typename Type > class CDiscontinuousInterpolatedVar : public CInterpolatedVar { public: explicit CDiscontinuousInterpolatedVar( const char *pDebugName = NULL ) : CInterpolatedVar(pDebugName) { } // Returns 1 if the value will always be the same if currentTime is always increasing. virtual int Interpolate( float currentTime ) { int iRetVal = CInterpolatedVar::Interpolate(currentTime); if( m_Discontinuities.Count() == 0 ) { return iRetVal; } ClearOldDiscontinuities(); float fInterpolatedTime = currentTime - this->m_InterpolationAmount; for( int i = m_Discontinuities.Count(); --i >= 0; ) { if( m_Discontinuities[i].fBeforeTime < fInterpolatedTime ) { break; } TransformValue( m_Discontinuities[i].matTransform, *(this->m_pValue) ); iRetVal = 0; } return iRetVal; } virtual void Reset( float flCurrentTime ) { CInterpolatedVar::Reset(flCurrentTime); ClearOldDiscontinuities(); } //transforms all history prior to fDiscontinuityTime by matTransform (with the assumption that newer entries are in the new space) //base interpolation is applied in the new space, with the inverse of matTransform applied to values interpolated to a time prior to fDiscontinuityTime void InsertDiscontinuity( const matrix3x4_t &matTransform, float fDiscontinuityTime ) { ClearOldDiscontinuities(); TransformBefore( matTransform, fDiscontinuityTime ); int iInsertAfter; for( iInsertAfter = m_Discontinuities.Count(); --iInsertAfter >= 0; ) { if( m_Discontinuities[iInsertAfter].fBeforeTime <= fDiscontinuityTime ) break; } if( iInsertAfter < 0 ) { iInsertAfter = m_Discontinuities.AddToTail(); } else { iInsertAfter = m_Discontinuities.InsertAfter( iInsertAfter ); } MatrixInvert( matTransform, m_Discontinuities[iInsertAfter].matTransform ); m_Discontinuities[iInsertAfter].fBeforeTime = fDiscontinuityTime; } bool RemoveDiscontinuity( float fDiscontinuityTime, const matrix3x4_t *pFailureTransform = NULL ) { //assume the general case for this is rolling back in time for prediction for( int i = m_Discontinuities.Count(); --i >= 0; ) { if( m_Discontinuities[i].fBeforeTime == fDiscontinuityTime ) { TransformBefore( m_Discontinuities[i].matTransform, fDiscontinuityTime ); m_Discontinuities.Remove( i ); return true; } } if( pFailureTransform ) { TransformBefore( *pFailureTransform, fDiscontinuityTime ); } return false; } float GetInterpolationAmount( void ) { return this->m_InterpolationAmount; } float GetInterpolatedTime( float fCurTime ) //What's the timestamp on the value we'll use. { float fTargetTime = fCurTime - this->m_InterpolationAmount; float fOldestEntryTime = this->GetOldestEntry(); fOldestEntryTime = MIN( fOldestEntryTime, fCurTime ); //pull entries in the future to now return MAX( fTargetTime, fOldestEntryTime ); } bool HasDiscontinuityForTime( float fCurTime ) { if( m_Discontinuities.Count() == 0 ) return false; float fTargetTime = GetInterpolatedTime( fCurTime ); return ( fTargetTime < m_Discontinuities[m_Discontinuities.Count()-1].fBeforeTime ); } bool GetDiscontinuityTransform( float fCurTime, matrix3x4_t &matOut ) { if( m_Discontinuities.Count() == 0 ) return false; float fTargetTime = GetInterpolatedTime( fCurTime ); if( fTargetTime >= m_Discontinuities[m_Discontinuities.Count()-1].fBeforeTime ) return false; //common case is exactly 0 or 1 transforms. 0's handled above. Do a copy of the first transform now and skip it in the iterator below matOut = m_Discontinuities[m_Discontinuities.Count() - 1].matTransform; matrix3x4_t matTemp; matrix3x4_t *pSwapMatrices[2] = { &matOut, &matTemp }; int iSwapRead = 0; //which of the swap indices has the newest value for( int i = m_Discontinuities.Count() - 1; --i >= 0; ) { if( m_Discontinuities[i].fBeforeTime < fTargetTime ) { break; } ConcatTransforms( m_Discontinuities[i].matTransform, *pSwapMatrices[iSwapRead], *pSwapMatrices[1 - iSwapRead] ); iSwapRead = 1 - iSwapRead; } if( iSwapRead == 1 ) //matTemp has the most recent value one final copy necessary to output matrix matOut = matTemp; return true; } protected: struct Discontinuity_t { matrix3x4_t matTransform; //from current space to previous space float fBeforeTime; }; void ClearOldDiscontinuities( void ) { if( m_Discontinuities.Count() == 0 ) return; float fOldestEntry = this->GetOldestEntry(); while( fOldestEntry >= m_Discontinuities[0].fBeforeTime ) { m_Discontinuities.Remove( 0 ); if( m_Discontinuities.Count() == 0 ) break; } } void TransformBefore( const matrix3x4_t &matTransform, float fDiscontinuityTime ) { int iHead = this->GetHead(); if( !this->IsValidIndex( iHead ) ) return; #ifdef _DEBUG float fHeadTime; this->GetHistoryValue( iHead, fHeadTime ); #endif float fTime; Type *pCurrent; int iCurrent; iCurrent = iHead; while( (pCurrent = this->GetHistoryValue( iCurrent, fTime )) != NULL ) { Assert( (fTime <= fHeadTime) || (iCurrent == iHead) ); //asserting that head is always newest if( fTime < fDiscontinuityTime ) TransformValue( matTransform, *pCurrent ); iCurrent = this->GetNext( iCurrent ); if( iCurrent == iHead ) break; } } static void TransformValue( const matrix3x4_t &matTransform, Type &Value ); CUtlVector m_Discontinuities; }; template<> inline void CDiscontinuousInterpolatedVar::TransformValue( const matrix3x4_t &matTransform, Vector &Value ) { Vector vTemp = Value; VectorTransform( vTemp, matTransform, Value ); } template<> inline void CDiscontinuousInterpolatedVar::TransformValue( const matrix3x4_t &matTransform, QAngle &Value ) { Value = TransformAnglesToWorldSpace( Value, matTransform ); } //----------------------------------------------------------------------------- // Purpose: Base client side entity object //----------------------------------------------------------------------------- class C_BaseEntity : public IClientEntity, public IClientModelRenderable { // Construction DECLARE_CLASS_NOBASE( C_BaseEntity ); friend class CPrediction; friend void cc_cl_interp_all_changed( IConVar *pConVar, const char *pOldString, float flOldValue ); public: DECLARE_DATADESC(); DECLARE_CLIENTCLASS(); DECLARE_PREDICTABLE(); // script description DECLARE_ENT_SCRIPTDESC(); C_BaseEntity(); protected: // Use UTIL_Remove to delete! virtual ~C_BaseEntity(); public: static C_BaseEntity *CreatePredictedEntityByName( const char *classname, const char *module, int line, bool persist = false ); static void UpdateVisibilityAllEntities(); // FireBullets uses shared code for prediction. virtual void FireBullets( const FireBulletsInfo_t &info ); virtual bool ShouldDrawUnderwaterBulletBubbles(); virtual bool ShouldDrawWaterImpacts( void ) { return true; } virtual bool HandleShotImpactingWater( const FireBulletsInfo_t &info, const Vector &vecEnd, ITraceFilter *pTraceFilter, Vector *pVecTracerDest ); virtual ITraceFilter* GetBeamTraceFilter( void ); virtual void DispatchTraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr ); virtual void DoImpactEffect( trace_t &tr, int nDamageType ); virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType ); virtual int GetTracerAttachment( void ); void ComputeTracerStartPosition( const Vector &vecShotSrc, Vector *pVecTracerStart ); void TraceBleed( float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType ); virtual int BloodColor(); virtual const char* GetTracerType(); // called when entity is damaged by predicted attacks virtual void TakeDamage( const CTakeDamageInfo &info ) { } virtual void Spawn( void ); virtual void SpawnClientEntity( void ); virtual void Precache( void ); virtual void Activate(); void ParseMapData( CEntityMapData *mapData ); virtual void OnParseMapDataFinished(); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual bool KeyValue( const char *szKeyName, float flValue ); virtual bool KeyValue( const char *szKeyName, int nValue ); virtual bool KeyValue( const char *szKeyName, const Vector &vecValue ); virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen ); // Entities block Line-Of-Sight for NPCs by default. // Set this to false if you want to change this behavior. void SetBlocksLOS( bool bBlocksLOS ); bool BlocksLOS( void ); void SetAIWalkable( bool bBlocksLOS ); bool IsAIWalkable( void ); virtual void InitSharedVars( void ) {}; void Interp_SetupMappings( VarMapping_t *map ); // Returns 1 if there are no more changes (ie: we could call RemoveFromInterpolationList). int Interp_Interpolate( VarMapping_t *map, float currentTime ); void Interp_RestoreToLastNetworked( VarMapping_t *map, int flags ); void Interp_UpdateInterpolationAmounts( VarMapping_t *map ); void Interp_HierarchyUpdateInterpolationAmounts(); // Called by the CLIENTCLASS macros. virtual bool Init( int entnum, int iSerialNum ); // Called in the destructor to shutdown everything. void Term(); // memory handling, uses calloc so members are zero'd out on instantiation void *operator new( size_t stAllocateBlock ); void *operator new[]( size_t stAllocateBlock ); void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ); void *operator new[]( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine ); void operator delete( void *pMem ); void operator delete( void *pMem, int nBlockUse, const char *pFileName, int nLine ) { operator delete( pMem ); } // This just picks one of the routes to IClientUnknown. IClientUnknown* GetIClientUnknown() { return this; } virtual C_BaseAnimating* GetBaseAnimating() { return NULL; } virtual C_BaseAnimatingOverlay *GetBaseAnimatingOverlay() { return NULL; } virtual void SetClassname( const char *className ); virtual Class_T Classify( void ) { return CLASS_NONE; } string_t m_iClassname; HSCRIPT GetScriptInstance(); HSCRIPT m_hScriptInstance; string_t m_iszScriptId; float m_flLastMadeNoiseTime; // IClientUnknown overrides. public: virtual void SetRefEHandle( const CBaseHandle &handle ); virtual const CBaseHandle& GetRefEHandle() const; void SetToolHandle( HTOOLHANDLE handle ); HTOOLHANDLE GetToolHandle() const; void EnableInToolView( bool bEnable ); bool IsEnabledInToolView() const; void SetToolRecording( bool recording ); bool IsToolRecording() const; bool HasRecordedThisFrame() const; virtual void RecordToolMessage(); virtual void OnToolStartRecording( void ) {}; // used to exclude entities from being recorded in the SFM tools void DontRecordInTools(); bool ShouldRecordInTools() const; protected: virtual void Release(); // IClientEntity public: virtual ICollideable* GetCollideable() { return CollisionProp(); } virtual IClientNetworkable* GetClientNetworkable() { return this; } virtual IClientRenderable* GetClientRenderable() { return this; } virtual IClientEntity* GetIClientEntity() { return this; } virtual C_BaseEntity* GetBaseEntity() { return this; } virtual IClientThinkable* GetClientThinkable() { return this; } virtual IClientModelRenderable* GetClientModelRenderable(); virtual IClientAlphaProperty* GetClientAlphaProperty(); // Inherited from IClientModelRenderable public: virtual bool GetRenderData( void *pData, ModelDataCategory_t nCategory ); #if 0 virtual string_t GetModelName( void ) const; #endif // Methods of IClientRenderable public: virtual const Vector& GetRenderOrigin( void ); virtual const QAngle& GetRenderAngles( void ); virtual Vector GetObserverCamOrigin( void ) { return GetRenderOrigin(); } // Return the origin for player observers tracking this target virtual const matrix3x4_t & RenderableToWorldTransform(); virtual bool IsTransparent( void ); virtual int GetRenderFlags( void ); virtual const model_t *GetModel( void ) const; virtual int DrawModel( int flags, const RenderableInstance_t &instance ); virtual bool LODTest() { return true; } // NOTE: UNUSED virtual void GetRenderBounds( Vector& mins, Vector& maxs ); virtual IPVSNotify* GetPVSNotifyInterface(); virtual void GetRenderBoundsWorldspace( Vector& absMins, Vector& absMaxs ); virtual void GetShadowRenderBounds( Vector &mins, Vector &maxs, ShadowType_t shadowType ); // Determine the color modulation amount virtual void GetColorModulation( float* color ); virtual void OnThreadedDrawSetup() {} public: virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr ); // To mimic server call convention C_BaseEntity *GetOwnerEntity( void ) const; void SetOwnerEntity( C_BaseEntity *pOwner ); C_BaseEntity *GetEffectEntity( void ) const; void SetEffectEntity( C_BaseEntity *pEffectEnt ); bool IsAbleToHaveFireEffect( void ) const; // This function returns a value that scales all damage done by this entity. // Use CDamageModifier to hook in damage modifiers on a guy. virtual float GetAttackDamageScale( void ); // IClientNetworkable implementation. public: virtual void NotifyShouldTransmit( ShouldTransmitState_t state ); // save out interpolated values virtual void PreDataUpdate( DataUpdateType_t updateType ); virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void OnDataUnchangedInPVS(); virtual void ValidateModelIndex( void ); // pvs info. NOTE: Do not override these!! virtual void SetDormant( bool bDormant ); virtual bool IsDormant( void ) const; virtual void OnSetDormant( bool bDormant ) {} // Tells the entity that it's about to be destroyed due to the client receiving // an uncompressed update that's caused it to destroy all entities & recreate them. virtual void SetDestroyedOnRecreateEntities( void ); virtual int GetEFlags() const; virtual void SetEFlags( int iEFlags ); void AddEFlags( int nEFlagMask ); void RemoveEFlags( int nEFlagMask ); bool IsEFlagSet( int nEFlagMask ) const; // checks to see if the entity is marked for deletion bool IsMarkedForDeletion( void ); virtual int entindex( void ) const; // This works for client-only entities and returns the GetEntryIndex() of the entity's handle, // so the sound system can get an IClientEntity from it. int GetSoundSourceIndex() const; // Server to client message received virtual void ReceiveMessage( int classID, bf_read &msg ); virtual void* GetDataTableBasePtr(); // IClientThinkable. public: // Called whenever you registered for a think message (with SetNextClientThink). virtual void ClientThink(); virtual ClientThinkHandle_t GetThinkHandle(); virtual void SetThinkHandle( ClientThinkHandle_t hThink ); public: void AddVar( void *data, IInterpolatedVar *watcher, int type, bool bSetup=false ); void RemoveVar( void *data, bool bAssert=true ); VarMapping_t* GetVarMapping(); VarMapping_t m_VarMap; public: // An inline version the game code can use CCollisionProperty *CollisionProp(); const CCollisionProperty*CollisionProp() const; CParticleProperty *ParticleProp(); const CParticleProperty *ParticleProp() const; CClientAlphaProperty *AlphaProp(); const CClientAlphaProperty *AlphaProp() const; // Simply here for game shared bool IsFloating(); virtual bool ShouldSavePhysics(); // save/restore stuff virtual void OnSave(); virtual void OnRestore(); // capabilities for save/restore virtual int ObjectCaps( void ); // only overload these if you have special data to serialize virtual int Save( ISave &save ); virtual int Restore( IRestore &restore ); bool IsRenderingInFastReflections() const; private: int SaveDataDescBlock( ISave &save, datamap_t *dmap ); int RestoreDataDescBlock( IRestore &restore, datamap_t *dmap ); bool ComputeIsRenderingInFastReflections() const; // Client code should call this under any circumstances where fast reflection rendering type may change void OnFastReflectionRenderingChanged(); void OnDisableShadowDepthRenderingChanged(); void OnDisableCSMRenderingChanged(); void OnShadowDepthRenderingCacheableStateChanged(); public: // Called after spawn, and in the case of self-managing objects, after load virtual bool CreateVPhysics(); // Convenience routines to init the vphysics simulation for this object. // This creates a static object. Something that behaves like world geometry - solid, but never moves IPhysicsObject *VPhysicsInitStatic( void ); // This creates a normal vphysics simulated object IPhysicsObject *VPhysicsInitNormal( SolidType_t solidType, int nSolidFlags, bool createAsleep, solid_t *pSolid = NULL ); // This creates a vphysics object with a shadow controller that follows the AI // Move the object to where it should be and call UpdatePhysicsShadowToCurrentPosition() IPhysicsObject *VPhysicsInitShadow( bool allowPhysicsMovement, bool allowPhysicsRotation, solid_t *pSolid = NULL ); private: // called by all vphysics inits bool VPhysicsInitSetup(); public: void VPhysicsSetObject( IPhysicsObject *pPhysics ); void VPhysicsSwapObject( IPhysicsObject *pSwap ); // destroy and remove the physics object for this entity virtual void VPhysicsDestroyObject( void ); // Purpose: My physics object has been updated, react or extract data virtual void VPhysicsUpdate( IPhysicsObject *pPhysics ); virtual void VPhysicsShadowUpdate( IPhysicsObject *pPhysics ) {} inline IPhysicsObject *VPhysicsGetObject( void ) const { return m_pPhysicsObject; } virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax ); virtual bool VPhysicsIsFlesh( void ); virtual void VPhysicsCompensateForPredictionErrors( const byte *predictedFrame ); //compare your predictive data vs the server data and do something about any discrepancies. float VPhysicsGetNonShadowMass( void ) const { return m_flNonShadowMass; } // IClientEntity implementation. public: virtual bool SetupBones( matrix3x4a_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime ); virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights ); virtual bool UsesFlexDelayedWeights() { return false; } virtual void DoAnimationEvents( void ); virtual const Vector& GetAbsOrigin( void ) const; virtual const QAngle& GetAbsAngles( void ) const; // see also GetVectors() inline Vector Forward() const RESTRICT; ///< get my forward (+x) vector inline Vector Left() const RESTRICT; ///< get my left (+y) vector inline Vector Up() const RESTRICT; ///< get my up (+z) vector const Vector& GetNetworkOrigin() const; const QAngle& GetNetworkAngles() const; void SetNetworkOrigin( const Vector& org ); void SetNetworkAngles( const QAngle& ang ); const Vector& GetLocalOrigin( void ) const; void SetLocalOrigin( const Vector& origin ); vec_t GetLocalOriginDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here. void SetLocalOriginDim( int iDim, vec_t flValue ); const QAngle& GetLocalAngles( void ) const; void SetLocalAngles( const QAngle& angles ); vec_t GetLocalAnglesDim( int iDim ) const; // You can use the X_INDEX, Y_INDEX, and Z_INDEX defines here. void SetLocalAnglesDim( int iDim, vec_t flValue ); virtual const Vector& GetPrevLocalOrigin() const; virtual const QAngle& GetPrevLocalAngles() const; // change position, velocity, orientation instantly // passing NULL means no change virtual void Teleport( const Vector *newPosition, const QAngle *newAngles, const Vector *newVelocity ); void SetLocalTransform( const matrix3x4_t &localTransform ); void SetModelName( string_t name ); string_t GetModelName( void ) const; int GetModelIndex( void ) const; virtual void SetModelIndex( int index ); // These methods return a *world-aligned* box relative to the absorigin of the entity. // This is used for collision purposes and is *not* guaranteed // to surround the entire entity's visual representation // NOTE: It is illegal to ask for the world-aligned bounds for // SOLID_BSP objects virtual const Vector& WorldAlignMins( ) const; virtual const Vector& WorldAlignMaxs( ) const; // This defines collision bounds *in whatever space is currently defined by the solid type* // SOLID_BBOX: World Align // SOLID_OBB: Entity space // SOLID_BSP: Entity space // SOLID_VPHYSICS Not used void SetCollisionBounds( const Vector& mins, const Vector &maxs ); // NOTE: These use the collision OBB to compute a reasonable center point for the entity virtual const Vector& WorldSpaceCenter( ) const; // FIXME: Do we want this? const Vector& WorldAlignSize( ) const; bool IsPointSized() const; // Returns a radius of a sphere // *centered at the world space center* bounding the collision representation // of the entity. NOTE: The world space center *may* move when the entity rotates. float BoundingRadius() const; // Used when the collision prop is told to ask game code for the world-space surrounding box virtual void ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ); // Returns the entity-to-world transform matrix3x4_t &EntityToWorldTransform(); const matrix3x4_t &EntityToWorldTransform() const; // Some helper methods that transform a point from entity space to world space + back void EntityToWorldSpace( const Vector &in, Vector *pOut ) const; void WorldToEntitySpace( const Vector &in, Vector *pOut ) const; // This function gets your parent's transform. If you're parented to an attachment, // this calculates the attachment's transform and gives you that. // // You must pass in tempMatrix for scratch space - it may need to fill that in and return it instead of // pointing you right at a variable in your parent. matrix3x4_t& GetParentToWorldTransform( matrix3x4_t &tempMatrix ); virtual void GetVectors(Vector* forward, Vector* right, Vector* up) const; // Sets abs angles, but also sets local angles to be appropriate void SetAbsOrigin( const Vector& origin ); void SetAbsAngles( const QAngle& angles ); void AddFlag( int flags ); void RemoveFlag( int flagsToRemove ); void ToggleFlag( int flagToToggle ); int GetFlags( void ) const; void ClearFlags(); void SetDistanceFade( float flMinDist, float flMaxDist ); void SetGlobalFadeScale( float flFadeScale ); float GetMinFadeDist( ) const; float GetMaxFadeDist( ) const; float GetGlobalFadeScale( ) const; MoveType_t GetMoveType( void ) const; MoveCollide_t GetMoveCollide( void ) const; virtual SolidType_t GetSolid( void ) const; virtual int GetSolidFlags( void ) const; bool IsSolidFlagSet( int flagMask ) const; void SetSolidFlags( int nFlags ); void AddSolidFlags( int nFlags ); void RemoveSolidFlags( int nFlags ); bool IsSolid() const; virtual class CMouthInfo *GetMouth( void ); // Retrieve sound spatialization info for the specified sound on this entity // Return false to indicate sound is not audible virtual bool GetSoundSpatialization( SpatializationInfo_t& info ); // Attachments virtual int LookupAttachment( const char *pAttachmentName ) { return -1; } virtual bool GetAttachment( int number, matrix3x4_t &matrix ); virtual bool GetAttachment( int number, Vector &origin ); virtual bool GetAttachment( int number, Vector &origin, QAngle &angles ); virtual bool ComputeLightingOrigin( int nAttachmentIndex, Vector modelLightingCenter, const matrix3x4_t &matrix, Vector &transformedLightingCenter ); virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel ); virtual void InvalidateAttachments() {} // Team handling virtual C_Team *GetTeam( void ); virtual int GetTeamNumber( void ) const; virtual int GetPendingTeamNumber( void ) const; virtual void ChangeTeam( int iTeamNum ); // Assign this entity to a team. virtual int GetRenderTeamNumber( void ); virtual bool InSameTeam( C_BaseEntity *pEntity ); // Returns true if the specified entity is on the same team as this one virtual bool InLocalTeam( void ); // ID Target handling virtual bool IsValidIDTarget( void ) { return false; } virtual char *GetIDString( void ) { return ""; }; // See CSoundEmitterSystem // Will return the sound guid. If negative, the guid is unknown (call may be successful or not). 0 if the sound was not emitted. Positive if the guid is valid. int 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. ); int EmitSound( const char *soundname, HSOUNDSCRIPTHASH& handle, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter( this ), and EmitSound( filter, entindex(), etc. ); void StopSound( const char *soundname ); void StopSound( const char *soundname, HSOUNDSCRIPTHASH& handle ); void GenderExpandString( char const *in, char *out, int maxlen ); void UpdateLastMadeNoiseTime( const char* pszSoundName = NULL ); static float GetSoundDuration( const char *soundname, char const *actormodel ); static bool GetParametersForSound( const char *soundname, CSoundParameters ¶ms, const char *actormodel ); static bool GetParametersForSound( const char *soundname, HSOUNDSCRIPTHASH& handle, CSoundParameters ¶ms, const char *actormodel ); static int EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static int EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHASH& handle, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static void StopSound( int iEntIndex, const char *soundname ); static soundlevel_t LookupSoundLevel( const char *soundname ); static soundlevel_t LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHASH& handle ); static int EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params ); static int EmitSound( IRecipientFilter& filter, int iEntIndex, const EmitSound_t & params, HSOUNDSCRIPTHASH& handle ); static void StopSound( int iEntIndex, int iChannel, const char *pSample, bool bIsStoppingSpeakerSound = false ); static void EmitAmbientSound( int entindex, const Vector& origin, const char *soundname, int flags = 0, float soundtime = 0.0f, float *duration = NULL ); // These files need to be listed in scripts/game_sounds_manifest.txt static HSOUNDSCRIPTHASH PrecacheScriptSound( const char *soundname ); static void PrefetchScriptSound( const char *soundname ); // For each client who appears to be a valid recipient, checks the client has disabled CC and if so, removes them from // the recipient list. static void RemoveRecipientsIfNotCloseCaptioning( C_RecipientFilter& filter ); static void EmitCloseCaption( IRecipientFilter& filter, int entindex, char const *token, CUtlVector< Vector >& soundorigins, float duration, bool warnifmissing = false ); // Moves all aiments into their correct position for the frame static void MarkAimEntsDirty(); static void CalcAimEntPositions(); static bool IsPrecacheAllowed(); static void SetAllowPrecache( bool allow ); static bool m_bAllowPrecache; static bool IsSimulatingOnAlternateTicks(); public: static bool sm_bAccurateTriggerBboxChecks; // SOLID_BBOX entities do a fully accurate trigger vs bbox check when this is set // C_BaseEntity local functions public: virtual void UpdatePartitionListEntry(); // This can be used to setup the entity as a client-only entity. // Override this to perform per-entity clientside setup virtual bool InitializeAsClientEntity( const char *pszModelName, bool bRenderWithViewModels ); // This function gets called on all client entities once per simulation phase. If the entity // is in the simulate list. It dispatches events like OnDataChanged() // return false if this entity no longer needs to simulate, true otherwise virtual bool Simulate() { return false; } // This event is triggered during the simulation phase if an entity's data has changed. It is // better to hook this instead of PostDataUpdate() because in PostDataUpdate(), server entity origins // are incorrect and attachment points can't be used. virtual void OnDataChanged( DataUpdateType_t type ); // This is called once per frame before any data is read in from the server. virtual void OnPreDataChanged( DataUpdateType_t type ); bool IsStandable() const; bool IsBSPModel() const; // If this is a vehicle, returns the vehicle interface virtual IClientVehicle* GetClientVehicle() { return NULL; } // Returns the aiment render origin + angles virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); // get network origin from previous update virtual const Vector& GetOldOrigin(); // Methods relating to traversing hierarchy C_BaseEntity *GetMoveParent( void ) const; C_BaseEntity *GetRootMoveParent(); C_BaseEntity *FirstMoveChild( void ) const; C_BaseEntity *NextMovePeer( void ) const; inline ClientEntityHandle_t GetClientHandle() const { return ClientEntityHandle_t( m_RefEHandle ); } inline bool IsServerEntity( void ) const; void RenderForceOpaquePass( bool bEnable ); bool IsRenderForceOpaquePass() const; void RenderWithViewModels( bool bEnable ); bool IsRenderingWithViewModels() const; void DisableCachedRenderBounds( bool bDisabled ); bool IsCachedRenderBoundsDisabled() const; // NOTE: The goal of this function is different from IsTranslucent(). // Here, we need to determine whether a renderable is inherently translucent // when run-time alpha modulation or any other game code is not taken into account virtual RenderableTranslucencyType_t ComputeTranslucencyType( ); virtual uint8 OverrideAlphaModulation( uint8 nAlpha ) { return nAlpha; } virtual uint8 OverrideShadowAlphaModulation( uint8 nAlpha ) { return nAlpha; } // Client code should call this under any circumstances where translucency type may change void OnTranslucencyTypeChanged(); // Client code should call this under any circumstances where splitscreen rendering may change void OnSplitscreenRenderingChanged(); virtual void GetToolRecordingState( KeyValues *msg ); virtual void CleanupToolRecordingState( KeyValues *msg ); // The value returned by here determines whether or not (and how) the entity // is put into the spatial partition. virtual CollideType_t GetCollideType( void ); virtual bool ShouldDraw(); inline bool IsVisible() const; inline bool IsVisibleToAnyPlayer() const; void UpdateVisibility(); // Totally sucky, but I can't think of a better way of doing this // without changing zillions of ShouldDraw calls. virtual bool ShouldSuppressForSplitScreenPlayer( int nSlot ) { return false; } // Returns true if the entity changes its position every frame on the server but it doesn't // set animtime. In that case, the client returns true here so it copies the server time to // animtime in OnDataChanged and the position history is correct for interpolation. virtual bool IsSelfAnimating(); // Set appropriate flags and store off data when these fields are about to change virtual void OnLatchInterpolatedVariables( int flags ); // For predictable entities, stores last networked value void OnStoreLastNetworkedValue(); // Initialize things given a new model. virtual CStudioHdr *OnNewModel(); virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect ); virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect ); bool IsSimulatedEveryTick() const; bool IsAnimatedEveryTick() const; void SetSimulatedEveryTick( bool sim ); void SetAnimatedEveryTick( bool anim ); void Interp_Reset( VarMapping_t *map ); virtual void ResetLatched(); float GetInterpolationAmount( int flags ); float GetLastChangeTime( int flags ); //Get the time we would pass as an input to our interpolators float GetEffectiveInterpolationCurTime( float currentTime ); // Interpolate the position for rendering virtual bool Interpolate( float currentTime ); // Did the object move so far that it shouldn't interpolate? bool Teleported( void ); // Is this a submodel of the world ( *1 etc. in name ) ( brush models only ) virtual bool IsSubModel( void ); // Deal with EF_* flags virtual bool CreateLightEffects( void ); void AddToAimEntsList(); void RemoveFromAimEntsList(); // Reset internal fields virtual void Clear( void ); // Helper to draw raw brush models virtual int DrawBrushModel( bool bTranslucent, int nFlags, bool bTwoPass ); // returns the material animation start time virtual float GetTextureAnimationStartTime(); // Indicates that a texture animation has wrapped virtual void TextureAnimationWrapped(); // Set the next think time. Pass in CLIENT_THINK_ALWAYS to have Think() called each frame. virtual void SetNextClientThink( float nextThinkTime ); // anything that has health can override this... virtual void SetHealth(int iHealth) {} virtual int GetHealth() const { return 0; } virtual int GetMaxHealth() const { return 1; } // Returns the health fraction float HealthFraction() const; // Should this object cast shadows? virtual ShadowType_t ShadowCastType(); // Should this object receive shadows? virtual bool ShouldReceiveProjectedTextures( int flags ); // Shadow-related methods virtual bool IsShadowDirty( ); virtual void MarkShadowDirty( bool bDirty ); virtual IClientRenderable *GetShadowParent(); virtual IClientRenderable *FirstShadowChild(); virtual IClientRenderable *NextShadowPeer(); // Sets up a render handle so the leaf system will draw this entity. void AddToLeafSystem(); void AddToLeafSystem( bool bRenderWithViewModels ); // remove entity form leaf system again void RemoveFromLeafSystem(); // A method to apply a decal to an entity virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd, const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal = ADDDECAL_TO_ALL_LODS, const Vector *saxis = NULL, int nAdditionalDecalFlags = 0 ); // A method to remove all decals from an entity void RemoveAllDecals( void ); // Is this a brush model? bool IsBrushModel() const; // A random value 0-1 used by proxies to make sure they're not all in sync float ProxyRandomValue() const { return m_flProxyRandomValue; } void SetProxyRandomValue( float flNewValue ) { m_flProxyRandomValue = flNewValue; } // The spawn time of this entity float SpawnTime() const { return m_flSpawnTime; } virtual bool IsClientCreated( void ) const; virtual void UpdateOnRemove( void ); virtual void SUB_Remove( void ); // Prediction stuff ///////////////// void CheckInitPredictable( const char *context ); void CheckShutdownPredictable( const char *context ); virtual C_BasePlayer *GetPredictionOwner( void ); void AllocateIntermediateData( void ); void DestroyIntermediateData( void ); void ShiftIntermediateDataForward( int slots_to_remove, int previous_last_slot ); void ShiftFirstPredictedIntermediateDataForward( int slots_to_remove ); void ShiftIntermediateData_TickAdjust( int delta, int last_slot ); void *GetPredictedFrame( int framenumber ); void *GetFirstPredictedFrame( int framenumber ); //similar to GetPredictedFrame() but only stores the results from the first prediction of each command void GetUnacknowledgedPredictedFrameRange( int &iStart, int &iEnd ); //Get the range of predicted frames we may restore from at any moment. void *GetOriginalNetworkDataObject( void ); bool IsIntermediateDataAllocated( void ) const; virtual void InitPredictable( C_BasePlayer *pOwner ); void ShutdownPredictable( void ); int GetSplitUserPlayerPredictionSlot(); virtual void SetPredictable( bool state ); bool GetPredictable( void ) const; void PreEntityPacketReceived( int commands_acknowledged ); void PostEntityPacketReceived( void ); bool PostNetworkDataReceived( int commands_acknowledged ); virtual void HandlePredictionError( bool bErrorInThisEntity ); //we just processed a network update with errors, bErrorInThisEntity is false if the prediction errors were entirely in other entities and not this one virtual bool PredictionErrorShouldResetLatchedForAllPredictables( void ) { return true; } //legacy behavior is that any prediction error causes all predictables to reset latched virtual bool PredictionIsPhysicallySimulated( void ) { return false; } //by default, all prediction is driven by player commands, return true if your prediction is based on server simulation ticks bool GetPredictionEligible( void ) const; void SetPredictionEligible( bool canpredict ); enum { SLOT_ORIGINALDATA = -1, }; void SaveData( const char *context, int slot, int type ); void RestoreData( const char *context, int slot, int type ); // Called after restoring data into prediction slots. This function is used in place of proxies // on the variables, so if some variable like m_nModelIndex needs to update other state (like // the model pointer), it is done here. void OnPostRestoreData(); virtual char const * DamageDecal( int bitsDamageType, int gameMaterial ); virtual void DecalTrace( trace_t *pTrace, char const *decalName ); virtual void ImpactTrace( trace_t *pTrace, int iDamageType, char *pCustomImpactName ); virtual bool ShouldPredict( void ) { return false; }; // interface function pointers union{ // Doing this lame union to force the compiler to properly align the // member function pointer to at least 16-bytes for warning control. void (C_BaseEntity::*m_pfnThink)(void); char __dont_use_me_pad[16]; }; virtual void Think( void ) { AssertMsg( m_pfnThink != &C_BaseEntity::Think, "Infinite recursion is infinitely bad." ); if ( m_pfnThink ) { ( this->*m_pfnThink )(); } } void PhysicsDispatchThink( BASEPTR thinkFunc ); // Toggle the visualization of the entity's abs/bbox enum { VISUALIZE_COLLISION_BOUNDS = 0x1, VISUALIZE_SURROUNDING_BOUNDS = 0x2, VISUALIZE_RENDER_BOUNDS = 0x4, }; void ClearBBoxVisualization( void ); void ToggleBBoxVisualization( int fVisFlags ); void DrawBBoxVisualizations( void ); virtual bool PreRender( int nSplitScreenPlayerSlot ); bool IsViewEntity() const; // Methods implemented on both client and server public: void SetSize( const Vector &vecMin, const Vector &vecMax ); // UTIL_SetSize( pev, mins, maxs ); virtual char const *GetClassname( void ); char const *GetDebugName( void ); virtual const char *GetPlayerName() const { return NULL; } static int PrecacheModel( const char *name ); static bool PrecacheSound( const char *name ); static void PrefetchSound( const char *name ); void Remove( ); // UTIL_Remove( this ); #ifdef PORTAL2 const char *GetSignifierName( void ); #endif // PORTAL2 public: // Returns the attachment point index on our parent that our transform is relative to. // 0 if we're relative to the parent's absorigin and absangles. unsigned char GetParentAttachment() const; // Externalized data objects ( see sharreddefs.h for DataObjectType_t ) bool HasDataObjectType( int type ) const; void AddDataObjectType( int type ); void RemoveDataObjectType( int type ); void *GetDataObject( int type ); void *CreateDataObject( int type ); void DestroyDataObject( int type ); void DestroyAllDataObjects( void ); // Determine approximate velocity based on updates from server virtual void EstimateAbsVelocity( Vector& vel ); #if !defined( NO_ENTITY_PREDICTION ) // The player drives simulation of this entity void SetPlayerSimulated( C_BasePlayer *pOwner ); bool IsPlayerSimulated( void ) const; CBasePlayer *GetSimulatingPlayer( void ); void UnsetPlayerSimulated( void ); #endif // Sorry folks, here lies TF2-specific stuff that really has no other place to go virtual bool CanBePoweredUp( void ) { return false; } virtual bool AttemptToPowerup( int iPowerup, float flTime, float flAmount = 0, C_BaseEntity *pAttacker = NULL, CDamageModifier *pDamageModifier = NULL ) { return false; } void SetCheckUntouch( bool check ); bool GetCheckUntouch() const; virtual bool IsCurrentlyTouching( void ) const; virtual void StartTouch( C_BaseEntity *pOther ); virtual void Touch( C_BaseEntity *pOther ); virtual void EndTouch( C_BaseEntity *pOther ); void (C_BaseEntity ::*m_pfnTouch)( C_BaseEntity *pOther ); void PhysicsStep( void ); protected: static bool sm_bDisableTouchFuncs; // Disables PhysicsTouch and PhysicsStartTouch function calls bool m_bIsAutoaimTarget; public: touchlink_t *PhysicsMarkEntityAsTouched( C_BaseEntity *other ); void PhysicsTouch( C_BaseEntity *pentOther ); void PhysicsStartTouch( C_BaseEntity *pentOther ); // HACKHACK:Get the trace_t from the last physics touch call (replaces the even-hackier global trace vars) static const trace_t &GetTouchTrace( void ); // FIXME: Should be private, but I can't make em private just yet void PhysicsImpact( C_BaseEntity *other, trace_t &trace ); void PhysicsMarkEntitiesAsTouching( C_BaseEntity *other, trace_t &trace ); void PhysicsMarkEntitiesAsTouchingEventDriven( C_BaseEntity *other, trace_t &trace ); void PhysicsTouchTriggers( const Vector *pPrevAbsOrigin = NULL ); // Physics helper static void PhysicsRemoveTouchedList( C_BaseEntity *ent ); static void PhysicsNotifyOtherOfUntouch( C_BaseEntity *ent, C_BaseEntity *other ); static void PhysicsRemoveToucher( C_BaseEntity *other, touchlink_t *link ); groundlink_t *AddEntityToGroundList( CBaseEntity *other ); void PhysicsStartGroundContact( CBaseEntity *pentOther ); static void PhysicsNotifyOtherOfGroundRemoval( CBaseEntity *ent, CBaseEntity *other ); static void PhysicsRemoveGround( CBaseEntity *other, groundlink_t *link ); static void PhysicsRemoveGroundList( CBaseEntity *ent ); void StartGroundContact( CBaseEntity *ground ); void EndGroundContact( CBaseEntity *ground ); void SetGroundChangeTime( float flTime ); float GetGroundChangeTime( void ); // Remove this as ground entity for all object resting on this object void WakeRestingObjects(); bool HasNPCsOnIt(); bool PhysicsCheckWater( void ); void PhysicsCheckVelocity( void ); void PhysicsAddHalfGravity( float timestep ); void PhysicsAddGravityMove( Vector &move ); virtual unsigned int PhysicsSolidMaskForEntity( void ) const; void SetGroundEntity( C_BaseEntity *ground ); C_BaseEntity *GetGroundEntity( void ); C_BaseEntity *GetGroundEntity( void ) const { return const_cast(this)->GetGroundEntity(); } void PhysicsPushEntity( const Vector& push, trace_t *pTrace ); void PhysicsCheckWaterTransition( void ); // Performs the collision resolution for fliers. void PerformFlyCollisionResolution( trace_t &trace, Vector &move ); void ResolveFlyCollisionBounce( trace_t &trace, Vector &vecVelocity, float flMinTotalElasticity = 0.0f ); void ResolveFlyCollisionSlide( trace_t &trace, Vector &vecVelocity ); void ResolveFlyCollisionCustom( trace_t &trace, Vector &vecVelocity ); void PhysicsCheckForEntityUntouch( void ); // 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 )const; bool IsInWorld( void ) { return true; } bool IsWorld() const { return entindex() == 0; } ///////////////// virtual bool ShouldRegenerateOriginFromCellBits() const; virtual bool IsPlayer( void ) const { return false; }; virtual bool IsWeaponWorldModel( void ) const { return false; }; virtual bool IsBaseCombatCharacter( void ) { return false; }; //virtual bool IsGrenadeProjectile( void ) { return false; }; virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; } virtual bool IsNPC( void ) { return false; } C_AI_BaseNPC *MyNPCPointer( void ); virtual bool IsSprite( void ) const { return false; } virtual bool IsProp( void ) const { 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; } // Entities like the player, weapon models, and view models have special logic per-view port related to visibility and the model to be used, etc. virtual bool ShouldDrawForSplitScreenUser( int nSlot ); void SetBlurState( bool bShouldBlur ); virtual bool IsBlurred( void ); 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 bool SetModel( const char *pModelName ); virtual 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 ); virtual void GetGroundVelocityToApply( Vector &vecGroundVel ) { vecGroundVel = vec3_origin; } // Invalidates the abs state of all children void InvalidatePhysicsRecursive( int nChangeFlags ); ClientRenderHandle_t GetRenderHandle() const; void SetRemovalFlag( bool bRemove ); bool HasSpawnFlags( int nFlags ) const; // 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 virtual bool IsFollowingEntity(); CBaseEntity *GetFollowedEntity(); // For shadows rendering the correct body + sequence... virtual int GetBody() { return 0; } virtual int GetSkin() { return 0; } const Vector &ScriptGetForward( void ) { static Vector vecForward; GetVectors( &vecForward, NULL, NULL ); return vecForward; } const Vector &ScriptGetLeft( void ) { static Vector vecLeft; GetVectors( NULL, &vecLeft, NULL ); return vecLeft; } const Vector &ScriptGetUp( void ) { static Vector vecUp; GetVectors( NULL, NULL, &vecUp ); return vecUp; } // 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 ); #if defined(ENABLE_CREATE_TIME) float GetCreateTime() { return m_flCreateTime; } void SetCreateTime( float flCreateTime ) { m_flCreateTime = flCreateTime; } #endif int GetCreationTick() const; #ifdef _DEBUG void FunctionCheck( inputfunc_t pFunction, const char *name ); ENTITYFUNCPTR TouchSet( ENTITYFUNCPTR func, char *name ) { //COMPILE_TIME_ASSERT( sizeof(func) == 4 ? 8 ); m_pfnTouch = func; //FunctionCheck( reinterpret_cast(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 ); bool IsAutoaimTarget( void ) const; 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 ); 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, int &bNoMoreChanges ); void BaseInterpolatePart2( Vector &oldOrigin, QAngle &oldAngles, 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 ); static void PreRenderEntities( int nSplitScreenPlayerSlot ); static void PurgeRemovedEntities(); static void SimulateEntities(); //A queue that processes after we simulate all client entities. For operations that modify the simulate list (portal ghostrenderables) static CCallQueue * GetSimulateCallQueue( 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 color24 GetRenderColor() const; byte GetRenderColorR() const; byte GetRenderColorG() const; byte GetRenderColorB() const; byte GetRenderAlpha() const; void SetRenderColor( byte r, byte g, byte b ); void SetRenderColorR( byte r ); void SetRenderColorG( byte g ); void SetRenderColorB( byte b ); void SetRenderAlpha( byte a ); void SetRenderMode( RenderMode_t nRenderMode, bool bForceUpdate = false ); RenderMode_t GetRenderMode() const; void SetRenderFX( RenderFx_t nRenderFX, float flStartTime = FLT_MAX, float flDuration = 0.0f ); RenderFx_t GetRenderFX() const; // Returns true if there was a change. bool SetCellBits( int cellbits = CELL_BASEENTITY_ORIGIN_CELL_BITS ); static void RecvProxy_CellBits( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellX( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellY( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellOrigin( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellOriginXY( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxy_CellOriginZ( const CRecvProxyData *pData, void *pStruct, void *pOut ); static void RecvProxyOldSpottedByMask( const CRecvProxyData *pData, void *pStruct, void *pOut ); const char *GetEntityName(); public: // Determine what entity this corresponds to int index; // Entity flags that are only for the client (ENTCLIENTFLAG_ defines). unsigned short m_EntClientFlags; private: // Model for rendering const model_t *model; CNetworkColor32( m_clrRender ); public: protected: // Cell data is available to derived classes for RecvProxy issues int m_cellbits; int m_cellwidth; int m_cellX; int m_cellY; int m_cellZ; Vector m_vecCellOrigin; // cached cell offset position // BEGIN PREDICTION DATA COMPACTION (these fields are together to allow for faster copying in prediction system) // FTYPEDESC_INSENDTABLE STUFF private: Vector m_vecAbsVelocity; Vector m_vecAbsOrigin; Vector m_vecOrigin; QAngle m_vecAngVelocity; QAngle m_angAbsRotation; QAngle m_angRotation; float m_flGravity; // A random value used by material proxies for each model instance. float m_flProxyRandomValue; int m_iEFlags; // entity flags EFL_* unsigned char m_nWaterType; // For client/server entities, true if the entity goes outside the PVS. // Unused for client only entities. bool m_bDormant; bool m_bCanUseBrushModelFastPath; // FTYPEDESC_INSENDTABLE STUFF (end) private: // Effects to apply int m_fEffects; public: // Team Handling int m_iTeamNum; int m_iPendingTeamNum; int m_nNextThinkTick; int m_iHealth; private: int m_fFlags; // Behavior flags protected: // Object eye position Vector m_vecViewOffset; private: // Object velocity Vector m_vecVelocity; Vector m_vecBaseVelocity; // Base velocity QAngle m_angNetworkAngles; // Last values to come over the wire. Used for interpolation. Vector m_vecNetworkOrigin; // Friction. float m_flFriction; // The moveparent received from networking data CHandle m_hNetworkMoveParent; // The owner! EHANDLE m_hOwnerEntity; EHANDLE m_hGroundEntity; char m_iName[MAX_PATH]; #ifdef PORTAL2 char m_iSignifierName[MAX_PATH]; #endif // PORTAL2 public: // Object model index short m_nModelIndex; private: unsigned char m_nRenderFX; unsigned char m_nRenderMode; unsigned char m_MoveType; unsigned char m_MoveCollide; unsigned char m_nWaterLevel; public: char m_lifeState; // END PREDICTION DATA COMPACTION public: public: // Time animation sequence or frame was last changed float m_flAnimTime; float m_flOldAnimTime; float m_flSimulationTime; float m_flOldSimulationTime; #if defined(ENABLE_CREATE_TIME) float m_flCreateTime; #endif private: 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 CBitVec< MAX_SPLITSCREEN_PLAYERS > m_VisibilityBits; // Interpolation says don't draw yet bool m_bReadyToDraw; bool m_bClientSideRagdoll; // Should we be interpolating? static bool IsInterpolationEnabled(); // int m_nLastThinkTick; char m_takedamage; // was pev->speed float m_flSpeed; // Certain entities (projectiles) can be created on the client #if !defined( NO_ENTITY_PREDICTION ) && defined( USE_PREDICTABLEID ) 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 ); CDiscontinuousInterpolatedVar< QAngle >& GetRotationInterpolator(); CDiscontinuousInterpolatedVar< 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(); void SetCPULevels( int nMinCPULevel, int nMaxCPULevel ); void SetGPULevels( int nMinGPULevel, int nMaxGPULevel ); int GetMinCPULevel( ) const; int GetMaxCPULevel( ) const; int GetMinGPULevel( ) const; int GetMaxGPULevel( ) const; #if defined ( PORTAL2 ) int GetServerObjectCaps() { return m_iObjectCapsCache; } #endif protected: // 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; float m_flNonShadowMass; // cached mass (shadow controllers set mass to VPHYSICS_MAX_MASS, or 50000) #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; int m_spawnflags; // Allow studio models to tell us what their m_nBody value is virtual int GetStudioBody( void ) { return 0; } // call this in postdataupdate to detect hierarchy changes bool IsParentChanging(); #if defined ( PORTAL2 ) // Received caps from server. Using this for +use validity checking. int m_iObjectCapsCache; #endif private: friend void OnRenderStart(); // 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, bool bRenderWithViewModels ); // 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, int nAdditionalDecalFlags = 0 ); void AddBrushModelDecal( const Ray_t& ray, const Vector& decalCenter, int decalIndex, bool doTrace, trace_t& tr, const Vector *saxis = NULL, int nAdditionalDecalFlags = 0 ); public: void AddStudioMaterialDecal( const Ray_t& ray, IMaterial *pDecalMaterial, float flInputRadius, Vector vec_up ); const float GetUseLookAtAngle( void ) { return m_flUseLookAtAngle; } private: void ComputePackedOffsets( void ); 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; void CleanUpAlphaProperty(); float m_flUseLookAtAngle; #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; // Model instance data.. ModelInstanceHandle_t m_ModelInstance; // Shadow data ClientShadowHandle_t m_ShadowHandle; CBitVec< MAX_SPLITSCREEN_PLAYERS > m_ShadowBits; // Per-splitscreen user shadow visibility bits ClientThinkHandle_t m_hThink; unsigned char m_iParentAttachment; // 0 if we're relative to the parent's absorigin and absangles. unsigned char m_iOldParentAttachment; // Prediction system bool m_bPredictable; bool m_bRenderWithViewModels; bool m_bDisableCachedRenderBounds; protected: // NOTE: This is a hack for portal2. There is a piece of networking code in OnDataChangedInPVS() that slams m_flSimulationTime // this causes interpolation bugs on remote players in p2 bool m_bDisableSimulationFix; // Fades float m_fadeMinDist; float m_fadeMaxDist; float m_flFadeScale; public: void OnSimulationTimeChanging( float flPreviousSimulationTime, float flNextSimulationTime ); private: int m_nSplitUserPlayerPredictionSlot; // Hierarchy CHandle m_pMoveParent; CHandle m_pMoveChild; CHandle m_pMovePeer; CHandle m_pMovePrevPeer; CHandle m_hOldMoveParent; string_t m_ModelName; CNetworkVarEmbedded( CCollisionProperty, m_Collision ); CNetworkVarEmbedded( CParticleProperty, m_Particles ); CClientAlphaProperty *m_pClientAlphaProperty; // Physics state float m_flElasticity; float m_flShadowCastDistance; EHANDLE m_ShadowDirUseOtherEntity; float m_flGroundChangeTime; Vector m_vecOldOrigin; QAngle m_vecOldAngRotation; CDiscontinuousInterpolatedVar< Vector > m_iv_vecOrigin; CDiscontinuousInterpolatedVar< QAngle > m_iv_angRotation; // Specifies the entity-to-world transform matrix3x4_t m_rgflCoordinateFrame; // 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_pIntermediateData_FirstPredicted[ MULTIPLAYER_BACKUP + 1 ]; //we store just as much as m_pIntermediateData, but also hold onto the frame from our last received packet byte *m_pOriginalData; int m_nIntermediateDataCount; static int s_nIncomingPacketCommandsAcknowledged; //only set to a valid value during entity network update processing int m_nIntermediateData_FirstPredictedShiftMarker; //can't use predicted commands to optimize first predicted version of ShiftIntermediateDataForward(). Use this instead for its longer lifetime bool m_bEverHadPredictionErrorsForThisCommand; bool m_bIsPlayerSimulated; #endif CNetworkVar( bool, m_bSimulatedEveryTick ); CNetworkVar( bool, m_bAnimatedEveryTick ); CNetworkVar( bool, m_bAlternateSorting ); //CNetworkVar( bool, m_bSpotted ); bool m_bSpotted; bool m_bSpottedBy[MAX_PLAYERS + 1]; // OBSELETE USED BY OLD DEMOS CNetworkArray( uint32, m_bSpottedByMask, kNumSpottedByMask ); unsigned char m_nMinCPULevel; unsigned char m_nMaxCPULevel; unsigned char m_nMinGPULevel; unsigned char m_nMaxGPULevel; //Adrian unsigned char m_iTextureFrameIndex; // Bbox visualization unsigned char m_fBBoxVisFlags; bool m_bIsValidIKAttachment; // 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 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 bool IsSpotted( void ) { return m_bSpotted && !IsDormant(); } bool IsSpottedBy( int nPlayerIndex ); bool IsSpottedByFriends( int nPlayerIndex ); protected: void SetIsSpottedBy( int nPlayerEntIndex ); void AddToEntityList( entity_list_ids_t listId ); void RemoveFromEntityList( entity_list_ids_t listId ); unsigned short m_ListEntry[NUM_ENTITY_LISTS]; // Entry into each g_EntityList (or InvalidIndex() if not in the list). CThreadFastMutex m_CalcAbsolutePositionMutex; CThreadFastMutex m_CalcAbsoluteVelocityMutex; private: bool m_bIsBlurred; }; EXTERN_RECV_TABLE(DT_BaseEntity); inline bool FClassnameIs( C_BaseEntity *pEntity, const char *szClassname ) { Assert( pEntity ); return pEntity && !strcmp( pEntity->GetClassname(), szClassname ); } #define SetThink( a ) ThinkSet( static_cast (a), 0, NULL ) #define SetContextThink( a, b, context ) ThinkSet( static_cast (a), (b), context ) #ifdef _DEBUG #define SetTouch( a ) TouchSet( static_cast (a), #a ) #else #define SetTouch( a ) m_pfnTouch = static_cast (a) #endif //----------------------------------------------------------------------------- // An inline version the game code can use //----------------------------------------------------------------------------- inline CCollisionProperty *C_BaseEntity::CollisionProp() { return m_Collision.Get(); } inline const CCollisionProperty *C_BaseEntity::CollisionProp() const { return m_Collision.Get(); } inline CClientAlphaProperty *C_BaseEntity::AlphaProp() { return m_pClientAlphaProperty; } inline const CClientAlphaProperty *C_BaseEntity::AlphaProp() const { return m_pClientAlphaProperty; } //----------------------------------------------------------------------------- // An inline version the game code can use //----------------------------------------------------------------------------- inline CParticleProperty *C_BaseEntity::ParticleProp() { return m_Particles.Get(); } inline const CParticleProperty *C_BaseEntity::ParticleProp() const { return m_Particles.Get(); } //----------------------------------------------------------------------------- // Purpose: Returns whether this entity was created on the client. //----------------------------------------------------------------------------- inline bool C_BaseEntity::IsServerEntity( void ) const { 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(this)->CalcAbsolutePosition(); return m_rgflCoordinateFrame; } //----------------------------------------------------------------------------- // 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(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 color24 CBaseEntity::GetRenderColor() const { color24 c = { m_clrRender->r, m_clrRender->g, m_clrRender->b }; return c; } inline byte C_BaseEntity::GetRenderColorR() const { return m_clrRender->r; } inline byte C_BaseEntity::GetRenderColorG() const { return m_clrRender->g; } inline byte C_BaseEntity::GetRenderColorB() const { return m_clrRender->b; } inline void C_BaseEntity::SetRenderColor( byte r, byte g, byte b ) { m_clrRender.SetR( r ); m_clrRender.SetG( g ); m_clrRender.SetB( b ); } inline void C_BaseEntity::SetRenderColorR( byte r ) { m_clrRender.SetR( r ); } inline void C_BaseEntity::SetRenderColorG( byte g ) { m_clrRender.SetG( g ); } inline void C_BaseEntity::SetRenderColorB( byte b ) { m_clrRender.SetB( b ); } inline RenderMode_t C_BaseEntity::GetRenderMode() const { return (RenderMode_t)m_nRenderMode; } inline RenderFx_t C_BaseEntity::GetRenderFX() const { return (RenderFx_t)m_nRenderFX; } inline void C_BaseEntity::SetCPULevels( int nMinCPULevel, int nMaxCPULevel ) { m_nMinCPULevel = nMinCPULevel; m_nMaxCPULevel = nMaxCPULevel; } inline void C_BaseEntity::SetGPULevels( int nMinGPULevel, int nMaxGPULevel ) { m_nMinGPULevel = nMinGPULevel; m_nMaxGPULevel = nMaxGPULevel; } inline int C_BaseEntity::GetMinCPULevel( ) const { return m_nMinCPULevel; } inline int C_BaseEntity::GetMaxCPULevel( ) const { return m_nMaxCPULevel; } inline int C_BaseEntity::GetMinGPULevel( ) const { return m_nMinGPULevel; } inline int C_BaseEntity::GetMaxGPULevel( ) const { return m_nMaxGPULevel; } //----------------------------------------------------------------------------- // 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; } //----------------------------------------------------------------------------- // Methods to cast away const //----------------------------------------------------------------------------- inline Vector C_BaseEntity::EyePosition( void ) const { return const_cast(this)->EyePosition(); } inline const QAngle &C_BaseEntity::EyeAngles( void ) const // Direction of eyes in world space { return const_cast(this)->EyeAngles(); } inline const QAngle &C_BaseEntity::LocalEyeAngles( void ) const // Direction of eyes { return const_cast(this)->LocalEyeAngles(); } inline Vector C_BaseEntity::EarPosition( void ) const // position of ears { return const_cast(this)->EarPosition(); } inline VarMapping_t* C_BaseEntity::GetVarMapping() { return &m_VarMap; } //----------------------------------------------------------------------------- // Should we be interpolating? //----------------------------------------------------------------------------- inline bool C_BaseEntity::IsInterpolationEnabled() { return s_bInterpolate; } //----------------------------------------------------------------------------- // 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 } //----------------------------------------------------------------------------- // Client version of UTIL_Remove //----------------------------------------------------------------------------- inline void UTIL_Remove( C_BaseEntity *pEntity ) { pEntity->Remove(); } //----------------------------------------------------------------------------- // Purpose: // Input : - // Output : inline bool //----------------------------------------------------------------------------- inline bool C_BaseEntity::ShouldRecordInTools() const { #ifndef NO_TOOLFRAMEWORK return m_bRecordInTools; #else return true; #endif } inline bool C_BaseEntity::IsVisible() const { if ( INVALID_CLIENT_RENDER_HANDLE == m_hRender ) return false; ASSERT_LOCAL_PLAYER_RESOLVABLE(); return m_VisibilityBits.IsBitSet( GET_ACTIVE_SPLITSCREEN_SLOT() ); } inline bool C_BaseEntity::IsVisibleToAnyPlayer() const { return !m_VisibilityBits.IsAllClear(); } inline bool C_BaseEntity::HasSpawnFlags( int nFlags ) const { return (m_spawnflags & nFlags) != 0; } //----------------------------------------------------------------------------- // Inline methods //----------------------------------------------------------------------------- inline const char *C_BaseEntity::GetEntityName() { return m_iName; } #ifdef PORTAL2 inline const char *C_BaseEntity::GetSignifierName() { return m_iSignifierName; } #endif // PORTAL2 class CAbsQueryScopeGuard { public: explicit CAbsQueryScopeGuard( bool state ) { m_bSavedState = C_BaseEntity::IsAbsQueriesValid(); C_BaseEntity::SetAbsQueriesValid( state ); } ~CAbsQueryScopeGuard() { C_BaseEntity::SetAbsQueriesValid( m_bSavedState ); } private: bool m_bSavedState; }; #define ABS_QUERY_GUARD( state ) CAbsQueryScopeGuard s_AbsQueryGuard( state ); C_BaseEntity *CreateEntityByName( const char *className ); #if !defined( NO_ENTITY_PREDICTION ) class CEntIndexLessFunc { public: bool Less( C_BaseEntity * const & lhs, C_BaseEntity * const & rhs, void *pContext ) { int e1 = lhs->entindex(); int e2 = rhs->entindex(); // if an entity has an invalid entity index, then put it at the end of the list e1 = ( e1 == -1 ) ? MAX_EDICTS : e1; e2 = ( e2 == -1 ) ? MAX_EDICTS : e2; return e1 < e2; } }; //----------------------------------------------------------------------------- // Purpose: Maintains a list of predicted or client created entities //----------------------------------------------------------------------------- class CPredictableList { public: C_BaseEntity *GetPredictable( int slot ); int GetPredictableCount( void ) const; protected: void AddToPredictableList( C_BaseEntity *add ); void RemoveFromPredictablesList( C_BaseEntity *remove ); private: CUtlSortVector< C_BaseEntity *, CEntIndexLessFunc > m_Predictables; friend class C_BaseEntity; }; //----------------------------------------------------------------------------- // Purpose: // Input : slot - // Output : C_BaseEntity //----------------------------------------------------------------------------- FORCEINLINE C_BaseEntity *CPredictableList::GetPredictable( int slot ) { return m_Predictables[ slot ]; } //----------------------------------------------------------------------------- // Purpose: // Output : int //----------------------------------------------------------------------------- FORCEINLINE int CPredictableList::GetPredictableCount( void ) const { return m_Predictables.Count(); } FORCEINLINE int C_BaseEntity::GetSplitUserPlayerPredictionSlot() { #if defined( USE_PREDICTABLEID ) Assert( m_bPredictable || m_pPredictionContext ); #else Assert( m_bPredictable ); #endif return m_nSplitUserPlayerPredictionSlot; } extern CPredictableList *GetPredictables( int nSlot ); // To temporarily muck with gpGlobals->curtime class CCurTimeScopeGuard { public: CCurTimeScopeGuard( float flNewCurTime, bool bOptionalCondition = true ); ~CCurTimeScopeGuard(); private: float m_flSavedTime; bool m_bActive; }; #endif #endif // C_BASEENTITY_H