//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef BASEENTITY_SHARED_H #define BASEENTITY_SHARED_H #ifdef _WIN32 #pragma once #endif extern ConVar hl2_episodic; // Simple shared header file for common base entities // entity capabilities // These are caps bits to indicate what an object's capabilities (currently used // for +USE, save/restore and level transitions) #define FCAP_MUST_SPAWN 0x00000001 // Spawn after restore #define FCAP_ACROSS_TRANSITION \ 0x00000002 // should transfer between transitions // UNDONE: This will ignore transition volumes (trigger_transition), but not the // PVS!!! #define FCAP_FORCE_TRANSITION 0x00000004 // ALWAYS goes across transitions #define FCAP_NOTIFY_ON_TRANSITION \ 0x00000008 // Entity will receive Inside/Outside transition inputs when a // transition occurs #define FCAP_IMPULSE_USE 0x00000010 // can be used by the player #define FCAP_CONTINUOUS_USE 0x00000020 // can be used by the player #define FCAP_ONOFF_USE 0x00000040 // can be used by the player #define FCAP_DIRECTIONAL_USE \ 0x00000080 // Player sends +/- 1 when using (currently only tracktrains) // NOTE: Normally +USE only works in direct line of sight. Add these caps for // additional searches #define FCAP_USE_ONGROUND 0x00000100 #define FCAP_USE_IN_RADIUS 0x00000200 #define FCAP_SAVE_NON_NETWORKABLE 0x00000400 #define FCAP_MASTER \ 0x10000000 // Can be used to "master" other entities (like multisource) #define FCAP_WCEDIT_POSITION \ 0x40000000 // Can change position and update Hammer in edit mode #define FCAP_DONT_SAVE 0x80000000 // Don't save this // How many bits are used to transmit parent attachment indices? #define NUM_PARENTATTACHMENT_BITS 6 // Maximum number of vphysics objects per entity #define VPHYSICS_MAX_OBJECT_LIST_COUNT 1024 //----------------------------------------------------------------------------- // For invalidate physics recursive //----------------------------------------------------------------------------- enum InvalidatePhysicsBits_t { POSITION_CHANGED = 0x1, ANGLES_CHANGED = 0x2, VELOCITY_CHANGED = 0x4, ANIMATION_CHANGED = 0x8, }; #if defined(CLIENT_DLL) #include "c_baseanimating.h" #include "c_baseentity.h" #else #include "baseentity.h" #ifdef HL2_EPISODIC #include "info_darknessmode_lightsource.h" #endif // HL2_EPISODIC #endif #if !defined(NO_ENTITY_PREDICTION) // CBaseEntity inlines inline bool CBaseEntity::IsPlayerSimulated(void) const { return m_bIsPlayerSimulated; } inline CBasePlayer *CBaseEntity::GetSimulatingPlayer(void) { return m_hPlayerSimulationOwner; } #endif inline MoveType_t CBaseEntity::GetMoveType() const { return (MoveType_t)(unsigned char)m_MoveType; } inline MoveCollide_t CBaseEntity::GetMoveCollide() const { return (MoveCollide_t)(unsigned char)m_MoveCollide; } //----------------------------------------------------------------------------- // Collision group accessors //----------------------------------------------------------------------------- inline int CBaseEntity::GetCollisionGroup() const { return m_CollisionGroup; } inline int CBaseEntity::GetFlags(void) const { return m_fFlags; } inline bool CBaseEntity::IsAlive(void) { return m_lifeState == LIFE_ALIVE; } inline CBaseEntity *CBaseEntity::GetOwnerEntity() const { return m_hOwnerEntity.Get(); } inline CBaseEntity *CBaseEntity::GetEffectEntity() const { return m_hEffectEntity.Get(); } inline int CBaseEntity::GetPredictionRandomSeed( bool bUseUnSyncedServerPlatTime) { #ifdef GAME_DLL return bUseUnSyncedServerPlatTime ? m_nPredictionRandomSeedServer : m_nPredictionRandomSeed; #else return m_nPredictionRandomSeed; #endif } inline CBasePlayer *CBaseEntity::GetPredictionPlayer(void) { return m_pPredictionPlayer; } inline void CBaseEntity::SetPredictionPlayer(CBasePlayer *player) { m_pPredictionPlayer = player; } inline bool CBaseEntity::IsSimulatedEveryTick() const { return m_bSimulatedEveryTick; } inline bool CBaseEntity::IsAnimatedEveryTick() const { return m_bAnimatedEveryTick; } inline void CBaseEntity::SetSimulatedEveryTick(bool sim) { if (m_bSimulatedEveryTick != sim) { m_bSimulatedEveryTick = sim; #ifdef CLIENT_DLL Interp_UpdateInterpolationAmounts(GetVarMapping()); #endif } } inline void CBaseEntity::SetAnimatedEveryTick(bool anim) { if (m_bAnimatedEveryTick != anim) { m_bAnimatedEveryTick = anim; #ifdef CLIENT_DLL Interp_UpdateInterpolationAmounts(GetVarMapping()); #endif } } inline float CBaseEntity::GetAnimTime() const { return m_flAnimTime; } inline float CBaseEntity::GetSimulationTime() const { return m_flSimulationTime; } inline void CBaseEntity::SetAnimTime(float at) { m_flAnimTime = at; } inline void CBaseEntity::SetSimulationTime(float st) { m_flSimulationTime = st; } inline int CBaseEntity::GetEffects(void) const { return m_fEffects; } inline void CBaseEntity::RemoveEffects(int nEffects) { #if !defined(CLIENT_DLL) #ifdef HL2_EPISODIC if (nEffects & (EF_BRIGHTLIGHT | EF_DIMLIGHT)) { // Hack for now, to avoid player emitting radius with his flashlight if (!IsPlayer()) { RemoveEntityFromDarknessCheck(this); } } #endif // HL2_EPISODIC #endif // !CLIENT_DLL m_fEffects &= ~nEffects; if (nEffects & EF_NODRAW) { #ifndef CLIENT_DLL NetworkProp()->MarkPVSInformationDirty(); DispatchUpdateTransmitState(); #else UpdateVisibility(); #endif } } inline void CBaseEntity::ClearEffects(void) { #if !defined(CLIENT_DLL) #ifdef HL2_EPISODIC if (m_fEffects & (EF_BRIGHTLIGHT | EF_DIMLIGHT)) { // Hack for now, to avoid player emitting radius with his flashlight if (!IsPlayer()) { RemoveEntityFromDarknessCheck(this); } } #endif // HL2_EPISODIC #endif // !CLIENT_DLL m_fEffects = 0; #ifndef CLIENT_DLL DispatchUpdateTransmitState(); #else UpdateVisibility(); #endif } inline bool CBaseEntity::IsEffectActive(int nEffects) const { return (m_fEffects & nEffects) != 0; } // Shared EntityMessage between game and client .dlls #define BASEENTITY_MSG_REMOVE_DECALS 1 extern float k_flMaxEntityPosCoord; extern float k_flMaxEntityEulerAngle; extern float k_flMaxEntitySpeed; extern float k_flMaxEntitySpinRate; inline bool IsEntityCoordinateReasonable(const vec_t c) { float r = k_flMaxEntityPosCoord; return c > -r && c < r; } inline bool IsEntityPositionReasonable(const Vector &v) { float r = k_flMaxEntityPosCoord; return v.x > -r && v.x < r && v.y > -r && v.y < r && v.z > -r && v.z < r; } // Returns: // -1 - velocity is really, REALLY bad and probably should be rejected. // 0 - velocity was suspicious and clamped. // 1 - velocity was OK and not modified extern int CheckEntityVelocity(Vector &v); inline bool IsEntityQAngleReasonable(const QAngle &q) { float r = k_flMaxEntityEulerAngle; return q.x > -r && q.x < r && q.y > -r && q.y < r && q.z > -r && q.z < r; } // Angular velocity in exponential map form inline bool IsEntityAngularVelocityReasonable(const Vector &q) { float r = k_flMaxEntitySpinRate; return q.x > -r && q.x < r && q.y > -r && q.y < r && q.z > -r && q.z < r; } // Angular velocity of each Euler angle. inline bool IsEntityQAngleVelReasonable(const QAngle &q) { float r = k_flMaxEntitySpinRate; return q.x > -r && q.x < r && q.y > -r && q.y < r && q.z > -r && q.z < r; } extern bool CheckEmitReasonablePhysicsSpew(); #endif // BASEENTITY_SHARED_H