139 lines
4.0 KiB
C++
139 lines
4.0 KiB
C++
/*
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* Copyright (c) 2016-2022 Vera Visions LLC.
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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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typedef enumflags
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{
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PROJ_CHANGED_ORIGIN_X,
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PROJ_CHANGED_ORIGIN_Y,
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PROJ_CHANGED_ORIGIN_Z,
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PROJ_CHANGED_ANGLES_X,
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PROJ_CHANGED_ANGLES_Y,
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PROJ_CHANGED_ANGLES_Z,
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PROJ_CHANGED_MODELINDEX,
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PROJ_CHANGED_SIZE,
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PROJ_CHANGED_FRAME,
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PROJ_CHANGED_SKIN,
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PROJ_CHANGED_EFFECTS,
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PROJ_CHANGED_BODY,
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PROJ_CHANGED_SCALE,
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PROJ_CHANGED_VELOCITY,
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PROJ_CHANGED_ANGULARVELOCITY,
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PROJ_CHANGED_RENDERCOLOR,
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PROJ_CHANGED_RENDERAMT,
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PROJ_CHANGED_RENDERMODE,
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} nsprojectile_changed_t;
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.void(entity, entity) m_pImpact;
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.float traileffectnum;
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/** This entity class represents an interactive projectile.
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Objects such as rockets, grenades, bolts etc. should ideally be this. */
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class NSProjectile:NSSurfacePropEntity
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{
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private:
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PREDICTED_FLOAT_N(traileffectnum)
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#ifdef SERVER
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/* sprite animation gubbins */
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int m_iProjectileAnimEnd;
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int m_iProjectileAnimStart;
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float m_flProjectileFramerate;
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/* temp */
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float m_flDmgMultiplier;
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/* defAPI */
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string m_defDamage;
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string m_defSplashDamage;
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vector m_vecLaunchVelocity;
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float m_flThrust; /* TODO */
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float m_flThrustStart; /* TODO */
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float m_flThrustEnd; /* TODO */
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float m_flFrictionLinear; /* TODO */
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float m_flBounce;
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float m_flMass; /* TODO */
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float m_flGravity; /* TODO */
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float m_flFuse;
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bool m_bDetonateOnFuse;
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bool m_bDetonateOnDeath;
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bool m_bDetonateOnWorld;
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bool m_bDetonateOnActor;
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bool m_bImpactEffect; /* TODO */
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bool m_bImpactGib; /* TODO */
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string m_matDetonate; /* TODO */
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float m_flDecalSize; /* TODO */
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string m_partSmokeFly;
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string m_partModelDetonate;
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string m_partSmokeDetonate;
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string m_partSmokeBounce;
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string m_partSmokeFuse;
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int m_iDebrisCount; /* TODO */
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vector m_vecLightColor; /* TODO */
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float m_flLightRadius; /* TODO */
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float m_flLightOffset; /* TODO */
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vector m_vecExplodeLightColor; /* TODO */
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float m_fExplodelLightRadius; /* TODO */
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float m_fExplodelLightFadetime; /* TODO */
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string m_sndFly;
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string m_sndExplode;
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string m_sndBounce;
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/* ETQW-additions */
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bool m_bIsBullet;
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nonvirtual void _AnimateThink(void);
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nonvirtual void _AnimateThinkDead(void);
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#endif
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public:
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void NSProjectile(void);
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#ifdef CLIENT
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virtual void ReceiveEntity(float, float);
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#endif
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#ifdef SERVER
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/** Sets the function that'll be called upon impact of the projectile onto a surface. */
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nonvirtual void SetImpact(void(entity, entity));
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/** When called, will animated between two frame positions at a specified framerate on loop. */
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nonvirtual void Animate(int, int, float);
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/** When called, will animated between two frame positions at a specified framerate and remove itself when it has finished playing the sequence. */
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nonvirtual void AnimateOnce(int, int, float);
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/** Called upon the projectile touching another object. */
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virtual void Touch(entity);
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virtual void Spawned(void);
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virtual void Death(void);
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virtual void Pain(void);
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virtual void SpawnKey(string, string);
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity, float);
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nonvirtual void _FuseEnded(void);
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nonvirtual void _Explode(void);
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nonvirtual void _LaunchHitscan(vector, vector, float);
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/* launch the projectile into the world */
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nonvirtual void Launch(vector, vector, float, float, float);
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#endif
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};
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#ifdef CLIENT
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void NSProjectile_ReadEntity(bool);
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#endif |