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nekohook/modules/source2013/sdk/game/shared/baseentity_shared.h
2020-08-04 13:13:01 -04:00

261 lines
7.6 KiB
C

//========= 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