197 lines
5.8 KiB
C++
197 lines
5.8 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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RDENT_CHANGED_ORIGIN_X,
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RDENT_CHANGED_ORIGIN_Y,
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RDENT_CHANGED_ORIGIN_Z,
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RDENT_CHANGED_ANGLES_X,
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RDENT_CHANGED_ANGLES_Y,
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RDENT_CHANGED_ANGLES_Z,
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RDENT_CHANGED_MODELINDEX,
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RDENT_CHANGED_SIZE,
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RDENT_CHANGED_FLAGS,
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RDENT_CHANGED_SOLIDMOVETYPE,
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RDENT_CHANGED_FRAME,
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RDENT_CHANGED_SKIN,
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RDENT_CHANGED_EFFECTS,
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RDENT_CHANGED_BODY,
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RDENT_CHANGED_SCALE,
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RDENT_CHANGED_VELOCITY,
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RDENT_CHANGED_ANGULARVELOCITY,
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RDENT_CHANGED_RENDERCOLOR,
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RDENT_CHANGED_RENDERAMT,
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RDENT_CHANGED_RENDERMODE,
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RDENT_CHANGED_CONTROLLER
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} nsrenderableentity_changed_t;
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typedef enum
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{
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RM_NORMAL = 0,
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RM_COLOR = 1,
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RM_TEXTURE = 2,
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RM_GLOW = 3,
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RM_SOLID = 4,
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RM_ADDITIVE = 5,
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RM_FULLBRIGHT = 6,
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RM_ADDFRAC = 7, /* Source 2004 */
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RM_WORLDGLOW = 9, /* Source 2004 */
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RM_DONTRENDER = 10, /* Source 2004 */
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RM_TRIGGER
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} rendermode_t;
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typedef enum
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{
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RFX_NORMAL = 0,
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RFX_SLOWPULSE = 1,
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RFX_FASTPULSE = 2,
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RFX_SLOWWIDEPULSE = 3,
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RFX_FASTWIDEPULSE = 4,
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RFX_SLOWFADEAWAY = 5,
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RFX_FASTFADEAWAY = 6,
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RFX_SLOWBECOMESOLID = 7,
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RFX_FASTBECOMESOLID = 8,
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RFX_SLOWSTROBE = 9,
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RFX_FASTSTROBE = 10,
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RFX_FASTERSTROBE = 11,
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RFX_SLOWFLICKER = 12,
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RFX_FASTFLICKER = 13,
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RFX_CONSTANTGLOW = 14,
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RFX_DISTORT = 15,
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RFX_HOLOGRAM = 16,
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RFX_GLOWSHELL = 19,
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RFX_GLOWSHELL2 = 20,
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RFX_Q2PULSE = 21
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} renderfx_t;
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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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/** This entity represents any NSEntity with advanced rendering properties.
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This includes GoldSource and Source Engine style rendering effects.
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This is the bare minimum for most characters as it allows for body
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and bone control settings. */
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class NSRenderableEntity:NSEntity
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{
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private:
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/* new */
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PREDICTED_FLOAT(m_flBoneControl1);
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PREDICTED_FLOAT(m_flBoneControl2);
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PREDICTED_FLOAT(m_flBoneControl3);
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PREDICTED_FLOAT(m_flBoneControl4);
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PREDICTED_FLOAT(m_flBoneControl5);
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PREDICTED_INT(m_iBody);
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PREDICTED_FLOAT_N(colormap);
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PREDICTED_VECTOR_N(glowmod);
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PREDICTED_FLOAT(m_iRenderFX);
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PREDICTED_FLOAT(m_iRenderMode);
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PREDICTED_FLOAT(m_flRenderAmt);
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PREDICTED_VECTOR(m_vecRenderColor);
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/* model events */
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float m_flBaseTime;
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#ifdef SERVER
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/* respawn */
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float 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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public:
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void NSRenderableEntity(void);
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/* overrides */
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virtual void SpawnKey(string,string);
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#ifdef SERVER
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virtual void Input(entity,string,string);
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virtual void Respawn(void);
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virtual void Save(float);
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virtual void Restore(string,string);
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virtual void EvaluateEntity(void);
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virtual float SendEntity(entity,float);
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#else
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virtual void RenderDebugSkeleton(void);
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virtual void ReceiveEntity(float,float);
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virtual float predraw(void);
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#endif
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virtual void MakeStatic(void);
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/* model events */
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/** Callback for any model event that gets triggered while playing a framegroup. */
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virtual void HandleAnimEvent(float, int,string);
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/* set */
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/** Sets the bodygroup of the entity. */
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nonvirtual void SetBody(int);
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/** Sets the render FX type of the entity. Check renderfx_t for details. */
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nonvirtual void SetRenderFX(float);
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/** Sets the render mode type of the entity. Check rendermode_t for details. */
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nonvirtual void SetRenderMode(float);
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/** Sets the render amount of the entity. This depdends on the context. */
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nonvirtual void SetRenderAmt(float);
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/** Sets the render color of the entity. */
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nonvirtual void SetRenderColor(vector);
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/** Sets the value of the bone controller #1. */
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nonvirtual void SetBoneControl1(float);
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/** Sets the value of the bone controller #2. */
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nonvirtual void SetBoneControl2(float);
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/** Sets the value of the bone controller #3. */
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nonvirtual void SetBoneControl3(float);
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/** Sets the value of the bone controller #4. */
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nonvirtual void SetBoneControl4(float);
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/** Sets the value of the bone controller #5. */
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nonvirtual void SetBoneControl5(float);
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/** Returns the bodygroup of the entity. */
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nonvirtual int GetBody(void);
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/** Returns the render mode of the entity. */
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nonvirtual float GetRenderMode(void);
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/** Returns the render FX of the entity. */
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nonvirtual float GetRenderFX(void);
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/** Returns the render amount of the entity. */
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nonvirtual float GetRenderAmt(void);
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/** Returns the render color of the entity. */
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nonvirtual vector GetRenderColor(void);
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/** Returns the value of the entity's bone controller #1. */
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nonvirtual float GetBoneControl1(void);
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/** Returns the value of the entity's bone controller #2. */
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nonvirtual float GetBoneControl2(void);
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/** Returns the value of the entity's bone controller #3. */
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nonvirtual float GetBoneControl3(void);
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/** Returns the value of the entity's bone controller #4. */
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nonvirtual float GetBoneControl4(void);
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/** Returns the value of the entity's bone controller #5. */
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nonvirtual float GetBoneControl5(void);
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#ifdef CLIENT
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/** Called by predraw(); and will set the appropriate rendering specific fields. */
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nonvirtual void RenderFXPass(void);
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#endif
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};
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#ifdef CLIENT
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void NSRenderableEntity_ReadEntity(bool)
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#endif
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