219 lines
6.5 KiB
C++
219 lines
6.5 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#ifndef EFFECTS_H
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#define EFFECTS_H
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#define SF_BEAM_STARTON 0x0001
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#define SF_BEAM_TOGGLE 0x0002
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#define SF_BEAM_RANDOM 0x0004
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#define SF_BEAM_RING 0x0008
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#define SF_BEAM_SPARKSTART 0x0010
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#define SF_BEAM_SPARKEND 0x0020
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#define SF_BEAM_DECALS 0x0040
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#define SF_BEAM_SHADEIN 0x0080
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#define SF_BEAM_SHADEOUT 0x0100
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#define SF_BEAM_TEMPORARY 0x8000
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#define SF_SPRITE_STARTON 0x0001
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#define SF_SPRITE_ONCE 0x0002
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#define SF_SPRITE_TEMPORARY 0x8000
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class CSprite : public CPointEntity
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{
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public:
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void Spawn(void);
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void Restart(void);
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void Precache(void);
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int ObjectCaps(void)
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{
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int flags = 0;
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if (pev->spawnflags & SF_SPRITE_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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void Animate(float frames);
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void Expand(float scaleSpeed, float fadeSpeed);
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void SpriteInit(const char *pSpriteName, const Vector &origin);
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inline void SetAttachment(edict_t *pEntity, int attachment)
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{
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if (pEntity)
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{
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pev->skin = ENTINDEX(pEntity);
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pev->body = attachment;
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pev->aiment = pEntity;
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pev->movetype = MOVETYPE_FOLLOW;
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}
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}
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void TurnOff(void);
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void TurnOn(void);
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public:
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inline float Frames(void){ return m_maxFrame; }
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inline void SetTransparency(int rendermode, int r, int g, int b, int a, int fx)
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{
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pev->rendermode = rendermode;
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pev->rendercolor.x = r;
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pev->rendercolor.y = g;
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pev->rendercolor.z = b;
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pev->renderamt = a;
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pev->renderfx = fx;
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}
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inline void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
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inline void SetScale(float scale) { pev->scale = scale; }
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inline void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
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inline void SetBrightness(int brightness){ pev->renderamt = brightness; }
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inline void AnimateAndDie(float framerate)
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{
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SetThink(&CSprite::AnimateUntilDead);
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pev->framerate = framerate;
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pev->dmgtime = gpGlobals->time + (m_maxFrame / framerate);
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pev->nextthink = gpGlobals->time;
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}
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public:
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void EXPORT AnimateThink(void);
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void EXPORT ExpandThink(void);
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void EXPORT AnimateUntilDead(void);
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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static CSprite *SpriteCreate(const char *pSpriteName, const Vector &origin, BOOL animate);
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private:
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float m_lastTime;
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float m_maxFrame;
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};
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class CBeam : public CBaseEntity
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{
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public:
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void Spawn(void);
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void Precache(void);
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int ObjectCaps(void)
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{
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int flags = 0;
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if (pev->spawnflags & SF_BEAM_TEMPORARY)
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flags = FCAP_DONT_SAVE;
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return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | flags;
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}
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public:
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inline void SetType(int type) { pev->rendermode = (pev->rendermode & 0xF0) | (type & 0x0F); }
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inline void SetFlags(int flags) { pev->rendermode = (pev->rendermode & 0x0F) | (flags & 0xF0); }
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inline void SetStartPos(const Vector &pos) { pev->origin = pos; }
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inline void SetEndPos(const Vector &pos){ pev->angles = pos; }
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void SetStartEntity(int entityIndex);
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void SetEndEntity(int entityIndex);
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inline void SetStartAttachment(int attachment) { pev->sequence = (pev->sequence & 0x0FFF) | ((attachment & 0xF) << 12); }
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inline void SetEndAttachment(int attachment) { pev->skin = (pev->skin & 0x0FFF) | ((attachment & 0xF) << 12); }
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inline void SetTexture(int spriteIndex) { pev->modelindex = spriteIndex; }
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inline void SetWidth(int width) { pev->scale = width; }
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inline void SetNoise(int amplitude) { pev->body = amplitude; }
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inline void SetColor(int r, int g, int b) { pev->rendercolor.x = r; pev->rendercolor.y = g; pev->rendercolor.z = b; }
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inline void SetBrightness(int brightness) { pev->renderamt = brightness; }
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inline void SetFrame(float frame) { pev->frame = frame; }
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inline void SetScrollRate(int speed){ pev->animtime = speed; }
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public:
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inline int GetType(void) { return pev->rendermode & 0x0F; }
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inline int GetFlags(void) { return pev->rendermode & 0xF0; }
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inline int GetStartEntity(void) { return pev->sequence & 0xFFF; }
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inline int GetEndEntity(void) { return pev->skin & 0xFFF; }
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const Vector &GetStartPos(void);
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const Vector &GetEndPos(void);
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public:
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Vector Center(void){ return (GetStartPos() + GetEndPos()) * 0.5; }
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public:
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inline int GetTexture(void) { return pev->modelindex; }
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inline int GetWidth(void) { return (int)(pev->scale); }
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inline int GetNoise(void) { return pev->body; }
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inline int GetBrightness(void) { return (int)(pev->renderamt); }
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inline int GetFrame(void) { return (int)(pev->frame); }
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inline int GetScrollRate(void){ return (int)(pev->animtime); }
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public:
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void EXPORT TriggerTouch(CBaseEntity *pOther);
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void RelinkBeam(void);
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void DoSparks(const Vector &start, const Vector &end);
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CBaseEntity *RandomTargetname(const char *szName);
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void BeamDamage(TraceResult *ptr);
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void BeamInit(const char *pSpriteName, int width);
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void PointsInit(const Vector &start, const Vector &end);
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void PointEntInit(const Vector &start, int endIndex);
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void EntsInit(int startIndex, int endIndex);
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void HoseInit(const Vector &start, const Vector &direction);
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public:
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static CBeam *BeamCreate(const char *pSpriteName, int width);
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public:
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inline void LiveForTime(float time){ SetThink(&CBaseEntity::SUB_Remove); pev->nextthink = gpGlobals->time + time; }
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inline void BeamDamageInstant(TraceResult *ptr, float damage)
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{
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pev->dmg = damage;
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pev->dmgtime = gpGlobals->time - 1;
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BeamDamage(ptr);
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}
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};
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#define SF_MESSAGE_ONCE 0x0001
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#define SF_MESSAGE_ALL 0x0002
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class CLaser : public CBeam
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{
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public:
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void Spawn(void);
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void Precache(void);
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void KeyValue(KeyValueData *pkvd);
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void Use(CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value);
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int Save(CSave &save);
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int Restore(CRestore &restore);
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public:
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void TurnOn(void);
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void TurnOff(void);
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int IsOn(void);
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public:
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void FireAtPoint(TraceResult &point);
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void EXPORT StrikeThink(void);
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public:
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static TYPEDESCRIPTION m_SaveData[];
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public:
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CSprite *m_pSprite;
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int m_iszSpriteName;
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Vector m_firePosition;
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};
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#endif |