78 lines
2.1 KiB
C
78 lines
2.1 KiB
C
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/*
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* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
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*
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* Permission to use, copy, modify, and distribute this software for any
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* purpose with or without fee is hereby granted, provided that the above
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* copyright notice and this permission notice appear in all copies.
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*
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* THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES
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* WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF
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* MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR
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* ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES
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* WHATSOEVER RESULTING FROM LOSS OF MIND, USE, DATA OR PROFITS, WHETHER
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* IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING
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* OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF THIS SOFTWARE.
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*/
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#ifdef CLIENT
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var int autocvar_cl_showtriggers = FALSE;
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var int autocvar_rm_unlit_additive = TRUE;
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var int autocvar_rm_unlit_texture = TRUE;
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#endif
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/* anything with a physical appearance that's networked */
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class NSRenderableEntity:NSEntity
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{
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void(void) NSRenderableEntity;
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/* overrides */
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virtual void(string, string) SpawnKey;
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#ifdef SERVER
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virtual float(entity, float) SendEntity;
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virtual void(entity, string, string) Input;
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virtual void(void) Respawn;
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#else
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virtual void(float flChanged) ReceiveEntity;
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virtual float(void) predraw;
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#endif
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/* new */
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int m_iBody;
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/* model events */
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float m_flBaseTime;
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#ifdef SERVER
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virtual void(void) Show;
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virtual void(void) Hide;
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#endif
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nonvirtual void(float) SetEffects;
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nonvirtual void(float) SetFrame;
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nonvirtual void(float) SetSkin;
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nonvirtual void(int) SetBody;
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nonvirtual void(float) SetScale;
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virtual void(void) MakeStatic;
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#ifdef GS_RENDERFX
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int m_iRenderFX;
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float m_iRenderMode;
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float m_flRenderAmt;
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vector m_vecRenderColor;
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/* set */
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nonvirtual void(int) SetRenderFX;
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nonvirtual void(float) SetRenderMode;
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nonvirtual void(float) SetRenderAmt;
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nonvirtual void(vector) SetRenderColor;
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#ifdef CLIENT
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nonvirtual void(void) RenderFXPass;
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#else
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/* respawn */
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int m_oldiRenderFX;
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float m_oldiRenderMode;
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float m_oldflRenderAmt;
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vector m_oldvecRenderColor;
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#endif
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#endif
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};
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