nuclide/src/gs-entbase/shared/baseentity.h

150 lines
3.9 KiB
C++

/*
* Copyright (c) 2016-2021 Marco Hladik <marco@icculus.org>
*
* 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.
*/
class CBaseEntity
{
int m_iBody;
/* prop data */
int m_iPropData;
#ifdef CLIENT
float m_flSentenceTime;
sound_t *m_pSentenceQue;
int m_iSentenceCount;
int m_iSentencePos;
/* model events */
float m_flBaseTime;
void(void) CBaseEntity;
virtual void(void) Init;
virtual void(void) Initialized;
virtual void(string) SentenceSample;
virtual void(string) Sentence;
virtual void(void) ProcessWordQue;
virtual void(float flChanged) ReceiveEntity;
virtual float(void) predraw;
virtual void(void) postdraw;
virtual void(void) MakeStatic;
virtual void(void) RendererRestarted;
#endif
#ifdef SERVER
string m_oldstrTarget; /* needed due to trigger_changetarget */
/* respawn */
string m_oldModel;
float m_oldSolid;
float m_oldHealth;
vector m_oldOrigin;
vector m_oldAngle;
/* keep track of these variables */
vector net_origin;
vector net_angles;
vector net_velocity;
string m_parent;
/* fire */
entity m_eBurner;
int m_iBurnWeapon;
float m_flBurnTime;
float m_flBurnNext;
nonvirtual void(entity, float, int) Ignite;
nonvirtual void(void) Extinguish;
nonvirtual int(void) IsOnFire;
/* Reliable APIs */
int m_iMaterial;
nonvirtual vector(void) GetSpawnOrigin;
nonvirtual vector(void) GetSpawnAngles;
nonvirtual string(void) GetSpawnModel;
nonvirtual float(void) GetSpawnHealth;
nonvirtual int(void) HasPropData;
nonvirtual __variant(int) GetPropData;
/* Input/Output System */
string m_strOnTrigger;
string m_strOnUser1;
string m_strOnUser2;
string m_strOnUser3;
string m_strOnUser4;
nonvirtual void(entity, string) UseOutput;
nonvirtual string(string) CreateOutput;
virtual void(entity, string, string) Input;
void(void) CBaseEntity;
virtual void(void) Respawn;
virtual void(void) Hide;
virtual void(void) EvaluateEntity;
virtual float(entity, float) SendEntity;
virtual void(void) Pain;
virtual void(void) Death;
nonvirtual void(void) SpawnInit;
nonvirtual void(string) SetParent;
nonvirtual void(void) ClearParent;
nonvirtual void(void) ParentUpdate;
#endif
/* we only provide these for networked keys, so we can send updates */
nonvirtual void(float) SetSendFlags;
nonvirtual void(float) SetEffects;
nonvirtual void(float) SetFrame;
nonvirtual void(string) SetModel;
nonvirtual void(float) SetModelindex;
nonvirtual void(float) SetMovetype;
nonvirtual void(float) SetSkin;
nonvirtual void(float) SetSolid;
nonvirtual void(int) SetBody;
nonvirtual void(float) SetScale;
/* these are monitored at all times */
nonvirtual void(vector) SetAngles;
nonvirtual void(vector) SetOrigin;
nonvirtual void(vector, vector) SetSize;
virtual void(string, string) SpawnKey;
#ifdef GS_RENDERFX
int m_iRenderFX;
float m_iRenderMode;
float m_flRenderAmt;
vector m_vecRenderColor;
/* set */
nonvirtual void(int) SetRenderFX;
nonvirtual void(float) SetRenderMode;
nonvirtual void(float) SetRenderAmt;
nonvirtual void(vector) SetRenderColor;
#ifdef CLIENT
nonvirtual void(void) RenderFXPass;
#else
/* respawn */
int m_oldiRenderFX;
float m_oldiRenderMode;
float m_oldflRenderAmt;
vector m_oldvecRenderColor;
#endif
#endif
};
#ifdef CLIENT
class CBaseTrigger:CBaseEntity {};
#endif