Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( TEMPENT_H )
#define TEMPENT_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "c_baseanimating.h"
#include "c_sprite.h"
// Temporary entity array
#define TENTPRIORITY_LOW 0
#define TENTPRIORITY_HIGH 1
// TEMPENTITY flags
#define FTENT_NONE 0x00000000
#define FTENT_SINEWAVE 0x00000001
#define FTENT_GRAVITY 0x00000002
#define FTENT_ROTATE 0x00000004
#define FTENT_SLOWGRAVITY 0x00000008
#define FTENT_SMOKETRAIL 0x00000010
#define FTENT_COLLIDEWORLD 0x00000020
#define FTENT_FLICKER 0x00000040
#define FTENT_FADEOUT 0x00000080
#define FTENT_SPRANIMATE 0x00000100
#define FTENT_HITSOUND 0x00000200
#define FTENT_SPIRAL 0x00000400
#define FTENT_SPRCYCLE 0x00000800
#define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes
#define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw
#define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything
#define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner)
#define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed
#define FTENT_SMOKEGROWANDFADE 0x00020000 // rapid grow and fade. Very specific for gunsmoke
#define FTENT_ATTACHTOTARGET 0x00040000 // attach to whatever we hit, and stay there until die time is up
#define FTENT_NOMODEL 0x00080000 // Doesn't have a model, never try to draw ( it just triggers other things )
#define FTENT_CLIENTCUSTOM 0x00100000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things )
#define FTENT_WINDBLOWN 0x00200000 // This is set when the temp entity is blown by the wind
#define FTENT_NEVERDIE 0x00400000 // Don't die as long as die != 0
#define FTENT_BEOCCLUDED 0x00800000 // Don't draw if my specified normal's facing away from the view
#define FTENT_CHANGERENDERONCOLLIDE 0x01000000 //when we collide with something, change our rendergroup to RENDER_GROUP_OTHER
#define FTENT_COLLISIONGROUP 0x02000000 // if set, use the C_BaseEntity::GetCollisionGroup when doing collide trace
#define FTENT_ALIGNTOMOTION 0x04000000 // Change angles to always point in the direction of motion
#define FTENT_CLIENTSIDEPARTICLES 0x08000000 // The object has a clientside particle system.
#define FTENT_USEFASTCOLLISIONS 0x10000000 // Use fast collisions (cl_fasttempentcollision).
#define FTENT_COLLIDEPROPS 0x20000000 // Collide with the world and props
class C_LocalTempEntity;
typedef int (*pfnDrawHelper)( C_LocalTempEntity *entity, int flags );
//-----------------------------------------------------------------------------
// Purpose: Should this derive from some other class
//-----------------------------------------------------------------------------
class C_LocalTempEntity : public C_BaseAnimating, public C_SpriteRenderer
{
public:
DECLARE_CLASS( C_LocalTempEntity, C_BaseAnimating );
C_LocalTempEntity();
virtual void Prepare( const model_t *pmodel, float time );
virtual bool IsActive( void );
virtual bool Frame( float frametime, int framenumber );
// C_BaseAnimating , etc. override
virtual int DrawModel( int flags );
// Sets the velocity
void SetVelocity( const Vector &vecVelocity );
const Vector &GetVelocity() const { return m_vecTempEntVelocity; }
// Set the acceleration
void SetAcceleration( const Vector &vecAccel );
const Vector &GetAcceleration() const { return m_vecTempEntAcceleration; }
void SetDrawHelper( pfnDrawHelper helper ) { m_pfnDrawHelper = helper; }
void OnRemoveTempEntity();
void SetImpactEffect( const char *pszImpactEffect ) { m_pszImpactEffect = pszImpactEffect; }
CNewParticleEffect* AddParticleEffect( const char *pszParticleEffect );
void SetParticleEffect( const char *pszParticleEffect ) { m_pszParticleEffect = pszParticleEffect; }
protected:
pfnDrawHelper m_pfnDrawHelper;
public:
int flags;
float die;
float m_flFrameMax;
float x;
float y;
float fadeSpeed;
float bounceFactor;
int hitSound;
int priority;
// if attached, this is the index of the client to stick to
// if COLLIDEALL, this is the index of the client to ignore
// TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex!
short clientIndex;
// if attached, client origin + tentOffset = tent origin.
Vector tentOffset;
// Used by temp entities.
QAngle m_vecTempEntAngVelocity;
int tempent_renderamt;
Vector m_vecNormal;
float m_flSpriteScale;
int m_nFlickerFrame;
//
float m_flFrameRate;
float m_flFrame;
RenderGroup_t m_RenderGroup;
const char *m_pszImpactEffect;
const char *m_pszParticleEffect;
bool m_bParticleCollision;
int m_iLastCollisionFrame;
Vector m_vLastCollisionOrigin;
private:
C_LocalTempEntity( const C_LocalTempEntity & );
Vector m_vecTempEntVelocity;
Vector m_vecPrevLocalOrigin;
Vector m_vecTempEntAcceleration;
// Draw tempent as a studio model
int DrawStudioModel( int flags );
};
#endif // TEMPENTITY_H