FF Diff Viewer

Comparing 2006 Base SDK to Fortress Forever 2.46

dlls/baseentity.h

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enum Class_T { CLASS_NONE = 0, CLASS_PLAYER, CLASS_PLAYER_ALLY, NUM_AI_CLASSES }; #else
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enum Class_T { /* What's this one for, I just wasted ages waiting for it to compile because I didnt look hard enough at this file :( CLASS_NONE = 0, CLASS_PLAYER, CLASS_PLAYER_ALLY, // BEG: Added by Mulchman CLASS_DISPENSER, CLASS_SENTRYGUN, CLASS_DETPACK, CLASS_MANCANNON, CLASS_GREN, CLASS_GREN_EMP, // END: Added by Mulchman //-- Added by L0ki -- CLASS_PIPEBOMB, //------------------- CLASS_GREN_NAIL, CLASS_TURRET, NUM_AI_CLASSES*/ }; #else
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CLASS_NONE = 0, CLASS_PLAYER, CLASS_PLAYER_ALLY, NUM_AI_CLASSES };
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CLASS_NONE = 0, CLASS_PLAYER, CLASS_PLAYER_ALLY, // BEG: Added by Mulchman CLASS_DISPENSER, CLASS_SENTRYGUN, CLASS_DETPACK, CLASS_MANCANNON, CLASS_GREN, // Normal gren CLASS_GREN_EMP, // Emp greande CLASS_GREN_NAIL, // Nail grenade CLASS_GREN_MIRV, // Mirv grenade CLASS_GREN_MIRVLET, // Mirvlet (from mirv gren) CLASS_GREN_NAPALM, // Napalm grenade CLASS_GREN_GAS, // Gas grenade CLASS_GREN_CONC, // Conc grenade CLASS_GREN_LASER, CLASS_GREN_SLOWFIELD, // END: Added by Mulchman //-- Added by L0ki -- CLASS_PIPEBOMB, CLASS_GLGRENADE, //------------------- // 0000936 CLASS_IC_ROCKET, CLASS_RAIL_PROJECTILE, CLASS_ROCKET, CLASS_TURRET, CLASS_BACKPACK, CLASS_INFOSCRIPT, CLASS_TRIGGERSCRIPT, CLASS_TRIGGER_CLIP, CLASS_TEAMSPAWN, NUM_AI_CLASSES };
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public: DECLARE_CLASS_NOBASE( CBaseEntity ); //---------------------------------------- // Class vars and functions //----------------------------------------
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public: DECLARE_CLASS_NOBASE( CBaseEntity ); CUtlVector< int > m_hActiveScripts; //---------------------------------------- // Class vars and functions //----------------------------------------
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static bool m_bInDebugSelect; static int m_nDebugPlayer; protected: static bool m_bDebugPause; // Whether entity i/o is paused for debugging.
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static bool m_bInDebugSelect; static int m_nDebugPlayer; // --> FF CUtlVector m_ObjectivePlayerRefs; // <-- FF protected: static bool m_bDebugPause; // Whether entity i/o is paused for debugging.
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// data description DECLARE_DATADESC(); // memory handling void *operator new( size_t stAllocateBlock ); void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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// data description DECLARE_DATADESC(); void PrintDeleteInfo(); // memory handling void *operator new( size_t stAllocateBlock ); void *operator new( size_t stAllocateBlock, int nBlockUse, const char *pFileName, int nLine );
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bool IsCurrentlyTouching( void ) const; const Vector& GetAbsOrigin( void ) const; const QAngle& GetAbsAngles( void ) const; SolidType_t GetSolid() const; int GetSolidFlags( void ) const;
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bool IsCurrentlyTouching( void ) const; const Vector& GetAbsOrigin( void ) const; const QAngle& GetAbsAngles( void ) const; Vector GetAbsFacing() const; SolidType_t GetSolid() const; int GetSolidFlags( void ) const;
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void SetEffectEntity( CBaseEntity *pEffectEnt ); CBaseEntity *GetEffectEntity() const; // Only CBaseEntity implements these. CheckTransmit calls the virtual ShouldTransmit to see if the // entity wants to be sent. If so, it calls SetTransmit, which will mark any dependents for transmission too. virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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void SetEffectEntity( CBaseEntity *pEffectEnt ); CBaseEntity *GetEffectEntity() const; // specifies if this entity can collide with its owner entity virtual bool CanClipOwnerEntity() const { return false; } virtual bool CanClipPlayer() const { return true; } // Only CBaseEntity implements these. CheckTransmit calls the virtual ShouldTransmit to see if the // entity wants to be sent. If so, it calls SetTransmit, which will mark any dependents for transmission too. virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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virtual void Precache( void ) {} virtual void SetModel( const char *szModelName ); virtual void PostConstructor( const char *szClassname ); virtual void PostClientActive( void );
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virtual void Precache( void ) {} virtual void SetModel( const char *szModelName ); virtual void SetModel( const char *szModelName, int iSkin); virtual void SetSkin( int iSkin) {} virtual void PostConstructor( const char *szClassname ); virtual void PostClientActive( void );
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int GetParentAttachment(); string_t GetEntityName(); bool NameMatches( const char *pszNameOrWildcard ); bool ClassMatches( const char *pszClassOrWildcard );
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int GetParentAttachment(); string_t GetEntityName(); const char* GetName() { return STRING(GetEntityName()); } bool NameMatches( const char *pszNameOrWildcard ); bool ClassMatches( const char *pszClassOrWildcard );
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virtual int Restore( IRestore &restore ); virtual bool ShouldSavePhysics(); // handler to reset stuff before you are restored // NOTE: Always chain to base class when implementing this! virtual void OnSave( IEntitySaveUtils *pSaveUtils );
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virtual int Restore( IRestore &restore ); virtual bool ShouldSavePhysics(); virtual int TakeEmp() { return 0; } // |-- Mirv: For EMPs // handler to reset stuff before you are restored // NOTE: Always chain to base class when implementing this! virtual void OnSave( IEntitySaveUtils *pSaveUtils );
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void SetRenderMode( RenderMode_t nRenderMode ); RenderMode_t GetRenderMode() const; // members string_t m_iClassname; // identifier for entity creation and save/restore
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void SetRenderMode( RenderMode_t nRenderMode ); RenderMode_t GetRenderMode() const; // for lua void SetRenderFx(int _fx) { m_nRenderFX = _fx; } int GetRenderFx() { return m_nRenderFX; } void ClearRenderFx() { m_nRenderFX = kRenderFxNone; } // members string_t m_iClassname; // identifier for entity creation and save/restore
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// Classify - returns the type of group (i.e, "houndeye", or "human military" so that NPCs with different classnames // still realize that they are teammates. (overridden for NPCs that form groups) virtual Class_T Classify ( void ); virtual void DeathNotice ( CBaseEntity *pVictim ) {}// NPC maker children use this to tell the NPC maker that they have died. virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) { return false; } virtual float GetAutoAimRadius() { return 24.0f; }
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// Classify - returns the type of group (i.e, "houndeye", or "human military" so that NPCs with different classnames // still realize that they are teammates. (overridden for NPCs that form groups) virtual Class_T Classify ( void ) { return CLASS_NONE; } virtual void DeathNotice ( CBaseEntity *pVictim ) {}// NPC maker children use this to tell the NPC maker that they have died. virtual bool ShouldAttractAutoAim( CBaseEntity *pAimingEnt ) { return false; } virtual float GetAutoAimRadius() { return 24.0f; }
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virtual bool IsNPC( void ) const { return false; } CAI_BaseNPC *MyNPCPointer( void ); virtual CBaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; } virtual float GetDelay( void ) { return 0; } virtual bool IsMoving( void ); bool IsWorld() { return entindex() == 0; }
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virtual bool IsNPC( void ) const { return false; } CAI_BaseNPC *MyNPCPointer( void ); virtual CBaseCombatCharacter *MyCombatCharacterPointer( void ) { return NULL; } virtual CBasePlayer *MyCharacterPointer( void ) { return NULL; } virtual float GetDelay( void ) { return 0; } virtual bool IsMoving( void ); bool IsWorld() { return entindex() == 0; }
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int GetHealth() const { return m_iHealth; } void SetHealth( int amt ) { m_iHealth = amt; } // Ugly code to lookup all functions to make sure they are in the table when set. #ifdef _DEBUG void FunctionCheck( void *pFunction, char *name );
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int GetHealth() const { return m_iHealth; } void SetHealth( int amt ) { m_iHealth = amt; } // --> Added by Mulch for testing // Armor accessors int GetMaxArmor() const { return m_iMaxArmor; } void SetMaxArmor( int amt ) { m_iMaxArmor = amt; } int GetArmor() const { return m_iArmor; } void SetArmor( int amt ) { m_iArmor = amt; } // <-- Added by Mulch for testing // Ugly code to lookup all functions to make sure they are in the table when set. #ifdef _DEBUG void FunctionCheck( void *pFunction, char *name );
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CNetworkVarForDerived( int, m_iHealth ); CNetworkVarForDerived( char, m_lifeState ); CNetworkVarForDerived( char , m_takedamage ); // Damage filtering string_t m_iszDamageFilterName; // The name of the entity to use as our damage filter. EHANDLE m_hDamageFilter; // The entity that controls who can damage us.
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CNetworkVarForDerived( int, m_iHealth ); CNetworkVarForDerived( char, m_lifeState ); CNetworkVar( unsigned char, m_takedamage ); // --> Added by Mulch for testing CNetworkVarForDerived( int, m_iArmor ); CNetworkVarForDerived( int, m_iMaxArmor ); // <-- Added by Mulch for testing // Damage filtering string_t m_iszDamageFilterName; // The name of the entity to use as our damage filter. EHANDLE m_hDamageFilter; // The entity that controls who can damage us.
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int GetFlags( void ) const; void ClearFlags( void ); // Sets the local position from a transform void SetLocalTransform( const matrix3x4_t &localTransform ); // See CSoundEmitterSystem void EmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. ); void EmitSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. ); void StopSound( const char *soundname ); void StopSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle ); void GenderExpandString( char const *in, char *out, int maxlen );
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int GetFlags( void ) const; void ClearFlags( void ); bool IsOnFire( void ) const { return ( GetFlags() & FL_ONFIRE ) ? true : false; } // Sets the local position from a transform void SetLocalTransform( const matrix3x4_t &localTransform ); // See CSoundEmitterSystem void PlaySound(const char *soundname); void EmitSound( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. ); void EmitSoundShared( const char *soundname, float soundtime = 0.0f, float *duration = NULL ); void EmitSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle, float soundtime = 0.0f, float *duration = NULL ); // Override for doing the general case of CPASAttenuationFilter filter( this ), and EmitSound( filter, entindex(), etc. ); void StopSound( const char *soundname ); void StopSound( const char *soundname, HSOUNDSCRIPTHANDLE& handle ); void StopSoundInChannel( const char *soundname, HSOUNDSCRIPTHANDLE& handle, const int channel ); // Jon: for AC stuff void GenderExpandString( char const *in, char *out, int maxlen );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHANDLE& handle, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static void StopSound( int iEntIndex, const char *soundname ); static soundlevel_t LookupSoundLevel( const char *soundname ); static soundlevel_t LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
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static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static void EmitSound( IRecipientFilter& filter, int iEntIndex, const char *soundname, HSOUNDSCRIPTHANDLE& handle, const Vector *pOrigin = NULL, float soundtime = 0.0f, float *duration = NULL ); static void StopSound( int iEntIndex, const char *soundname ); static void StopSoundInChannel( int iEntIndex, const char *soundname, const int channel ); // Jon: for AC stuff static soundlevel_t LookupSoundLevel( const char *soundname ); static soundlevel_t LookupSoundLevel( const char *soundname, HSOUNDSCRIPTHANDLE& handle );
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public: // Add a discontinuity to a step bool AddStepDiscontinuity( float flTime, const Vector &vecOrigin, const QAngle &vecAngles ); private: // origin and angles to use in step calculations virtual Vector GetStepOrigin( void ) const; virtual QAngle GetStepAngles( void ) const;
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public: // Add a discontinuity to a step bool AddStepDiscontinuity( float flTime, const Vector &vecOrigin, const QAngle &vecAngles ); protected: // |-- Mirv: Changed from private // origin and angles to use in step calculations virtual Vector GetStepOrigin( void ) const; virtual QAngle GetStepAngles( void ) const;
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return m_angAbsRotation; } //----------------------------------------------------------------------------- // Returns the entity-to-world transform //-----------------------------------------------------------------------------
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return m_angAbsRotation; } //----------------------------------------------------------------------------- // Returns the entity-to-world transform //-----------------------------------------------------------------------------