//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #if !defined( TEMPENT_H ) #define TEMPENT_H #ifdef _WIN32 #pragma once #endif #include "c_baseentity.h" #include "c_baseanimating.h" #include "c_sprite.h" // Temporary entity array #define TENTPRIORITY_LOW 0 #define TENTPRIORITY_HIGH 1 // TEMPENTITY flags #define FTENT_NONE 0x00000000 #define FTENT_SINEWAVE 0x00000001 #define FTENT_GRAVITY 0x00000002 #define FTENT_ROTATE 0x00000004 #define FTENT_SLOWGRAVITY 0x00000008 #define FTENT_SMOKETRAIL 0x00000010 #define FTENT_COLLIDEWORLD 0x00000020 #define FTENT_FLICKER 0x00000040 #define FTENT_FADEOUT 0x00000080 #define FTENT_SPRANIMATE 0x00000100 #define FTENT_HITSOUND 0x00000200 #define FTENT_SPIRAL 0x00000400 #define FTENT_SPRCYCLE 0x00000800 #define FTENT_COLLIDEALL 0x00001000 // will collide with world and slideboxes #define FTENT_PERSIST 0x00002000 // tent is not removed when unable to draw #define FTENT_COLLIDEKILL 0x00004000 // tent is removed upon collision with anything #define FTENT_PLYRATTACHMENT 0x00008000 // tent is attached to a player (owner) #define FTENT_SPRANIMATELOOP 0x00010000 // animating sprite doesn't die when last frame is displayed #define FTENT_SMOKEGROWANDFADE 0x00020000 // rapid grow and fade. Very specific for gunsmoke #define FTENT_ATTACHTOTARGET 0x00040000 // attach to whatever we hit, and stay there until die time is up #define FTENT_NOMODEL 0x00080000 // Doesn't have a model, never try to draw ( it just triggers other things ) #define FTENT_CLIENTCUSTOM 0x00100000 // Must specify callback. Callback function is responsible for killing tempent and updating fields ( unless other flags specify how to do things ) #define FTENT_WINDBLOWN 0x00200000 // This is set when the temp entity is blown by the wind #define FTENT_NEVERDIE 0x00400000 // Don't die as long as die != 0 #define FTENT_BEOCCLUDED 0x00800000 // Don't draw if my specified normal's facing away from the view #define FTENT_CHANGERENDERONCOLLIDE 0x01000000 //when we collide with something, change our rendergroup to RENDER_GROUP_OTHER #define FTENT_COLLISIONGROUP 0x02000000 // if set, use the C_BaseEntity::GetCollisionGroup when doing collide trace #define FTENT_ALIGNTOMOTION 0x04000000 // Change angles to always point in the direction of motion #define FTENT_CLIENTSIDEPARTICLES 0x08000000 // The object has a clientside particle system. #define FTENT_USEFASTCOLLISIONS 0x10000000 // Use fast collisions (cl_fasttempentcollision). #define FTENT_COLLIDEPROPS 0x20000000 // Collide with the world and props class C_LocalTempEntity; typedef int (*pfnDrawHelper)( C_LocalTempEntity *entity, int flags ); //----------------------------------------------------------------------------- // Purpose: Should this derive from some other class //----------------------------------------------------------------------------- class C_LocalTempEntity : public C_BaseAnimating, public C_SpriteRenderer { public: DECLARE_CLASS( C_LocalTempEntity, C_BaseAnimating ); C_LocalTempEntity(); virtual void Prepare( const model_t *pmodel, float time ); virtual bool IsActive( void ); virtual bool Frame( float frametime, int framenumber ); // C_BaseAnimating , etc. override virtual int DrawModel( int flags ); // Sets the velocity void SetVelocity( const Vector &vecVelocity ); const Vector &GetVelocity() const { return m_vecTempEntVelocity; } // Set the acceleration void SetAcceleration( const Vector &vecAccel ); const Vector &GetAcceleration() const { return m_vecTempEntAcceleration; } void SetDrawHelper( pfnDrawHelper helper ) { m_pfnDrawHelper = helper; } void OnRemoveTempEntity(); void SetImpactEffect( const char *pszImpactEffect ) { m_pszImpactEffect = pszImpactEffect; } CNewParticleEffect* AddParticleEffect( const char *pszParticleEffect ); void SetParticleEffect( const char *pszParticleEffect ) { m_pszParticleEffect = pszParticleEffect; } protected: pfnDrawHelper m_pfnDrawHelper; public: int flags; float die; float m_flFrameMax; float x; float y; float fadeSpeed; float bounceFactor; int hitSound; int priority; // if attached, this is the index of the client to stick to // if COLLIDEALL, this is the index of the client to ignore // TENTS with FTENT_PLYRATTACHMENT MUST set the clientindex! short clientIndex; // if attached, client origin + tentOffset = tent origin. Vector tentOffset; // Used by temp entities. QAngle m_vecTempEntAngVelocity; int tempent_renderamt; Vector m_vecNormal; float m_flSpriteScale; int m_nFlickerFrame; // float m_flFrameRate; float m_flFrame; RenderGroup_t m_RenderGroup; const char *m_pszImpactEffect; const char *m_pszParticleEffect; bool m_bParticleCollision; int m_iLastCollisionFrame; Vector m_vLastCollisionOrigin; private: C_LocalTempEntity( const C_LocalTempEntity & ); Vector m_vecTempEntVelocity; Vector m_vecPrevLocalOrigin; Vector m_vecTempEntAcceleration; // Draw tempent as a studio model int DrawStudioModel( int flags ); }; #endif // TEMPENTITY_H