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