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LICENSE Normal file
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SOURCE 1 SDK LICENSE
Source SDK Copyright(c) Valve Corp.
THIS DOCUMENT DESCRIBES A CONTRACT BETWEEN YOU AND VALVE
CORPORATION ("Valve"). PLEASE READ IT BEFORE DOWNLOADING OR USING
THE SOURCE ENGINE SDK ("SDK"). BY DOWNLOADING AND/OR USING THE
SOURCE ENGINE SDK YOU ACCEPT THIS LICENSE. IF YOU DO NOT AGREE TO
THE TERMS OF THIS LICENSE PLEASE DONT DOWNLOAD OR USE THE SDK.
You may, free of charge, download and use the SDK to develop a modified Valve game
running on the Source engine. You may distribute your modified Valve game in source and
object code form, but only for free. Terms of use for Valve games are found in the Steam
Subscriber Agreement located here: http://store.steampowered.com/subscriber_agreement/
You may copy, modify, and distribute the SDK and any modifications you make to the
SDK in source and object code form, but only for free. Any distribution of this SDK must
include this LICENSE file and thirdpartylegalnotices.txt.
Any distribution of the SDK or a substantial portion of the SDK must include the above
copyright notice and the following:
DISCLAIMER OF WARRANTIES. THE SOURCE SDK AND ANY
OTHER MATERIAL DOWNLOADED BY LICENSEE IS PROVIDED
"AS IS". VALVE AND ITS SUPPLIERS DISCLAIM ALL
WARRANTIES WITH RESPECT TO THE SDK, EITHER EXPRESS
OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, IMPLIED
WARRANTIES OF MERCHANTABILITY, NON-INFRINGEMENT,
TITLE AND FITNESS FOR A PARTICULAR PURPOSE.
LIMITATION OF LIABILITY. IN NO EVENT SHALL VALVE OR
ITS SUPPLIERS BE LIABLE FOR ANY SPECIAL, INCIDENTAL,
INDIRECT, OR CONSEQUENTIAL DAMAGES WHATSOEVER
(INCLUDING, WITHOUT LIMITATION, DAMAGES FOR LOSS OF
BUSINESS PROFITS, BUSINESS INTERRUPTION, LOSS OF
BUSINESS INFORMATION, OR ANY OTHER PECUNIARY LOSS)
ARISING OUT OF THE USE OF OR INABILITY TO USE THE
ENGINE AND/OR THE SDK, EVEN IF VALVE HAS BEEN
ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
If you would like to use the SDK for a commercial purpose, please contact Valve at
sourceengine@valvesoftware.com.

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef IGAMEUI_H
#define IGAMEUI_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
#include "vgui/IPanel.h"
#if !defined( _X360 )
#include "xbox/xboxstubs.h"
#endif
// reasons why the user can't connect to a game server
enum ESteamLoginFailure
{
STEAMLOGINFAILURE_NONE,
STEAMLOGINFAILURE_BADTICKET,
STEAMLOGINFAILURE_NOSTEAMLOGIN,
STEAMLOGINFAILURE_VACBANNED,
STEAMLOGINFAILURE_LOGGED_IN_ELSEWHERE
};
enum ESystemNotify
{
SYSTEMNOTIFY_STORAGEDEVICES_CHANGED,
SYSTEMNOTIFY_USER_SIGNEDIN,
SYSTEMNOTIFY_USER_SIGNEDOUT,
SYSTEMNOTIFY_XUIOPENING,
SYSTEMNOTIFY_XUICLOSED,
SYSTEMNOTIFY_INVITE_SHUTDOWN, // Cross-game invite is causing us to shutdown
};
//-----------------------------------------------------------------------------
// Purpose: contains all the functions that the GameUI dll exports
//-----------------------------------------------------------------------------
abstract_class IGameUI
{
public:
// initialization/shutdown
virtual void Initialize( CreateInterfaceFn appFactory ) = 0;
virtual void PostInit() = 0;
// connect to other interfaces at the same level (gameui.dll/server.dll/client.dll)
virtual void Connect( CreateInterfaceFn gameFactory ) = 0;
virtual void Start() = 0;
virtual void Shutdown() = 0;
virtual void RunFrame() = 0;
// notifications
virtual void OnGameUIActivated() = 0;
virtual void OnGameUIHidden() = 0;
// OLD: Use OnConnectToServer2
virtual void OLD_OnConnectToServer(const char *game, int IP, int port) = 0;
virtual void OnDisconnectFromServer_OLD( uint8 eSteamLoginFailure, const char *username ) = 0;
virtual void OnLevelLoadingStarted(bool bShowProgressDialog) = 0;
virtual void OnLevelLoadingFinished(bool bError, const char *failureReason, const char *extendedReason) = 0;
// level loading progress, returns true if the screen needs updating
virtual bool UpdateProgressBar(float progress, const char *statusText) = 0;
// Shows progress desc, returns previous setting... (used with custom progress bars )
virtual bool SetShowProgressText( bool show ) = 0;
// !!!!!!!!!members added after "GameUI011" initial release!!!!!!!!!!!!!!!!!!!
virtual void ShowNewGameDialog( int chapter ) = 0;
// Xbox 360
virtual void SessionNotification( const int notification, const int param = 0 ) = 0;
virtual void SystemNotification( const int notification ) = 0;
virtual void ShowMessageDialog( const uint nType, vgui::Panel *pOwner ) = 0;
virtual void UpdatePlayerInfo( uint64 nPlayerId, const char *pName, int nTeam, byte cVoiceState, int nPlayersNeeded, bool bHost ) = 0;
virtual void SessionSearchResult( int searchIdx, void *pHostData, XSESSION_SEARCHRESULT *pResult, int ping ) = 0;
virtual void OnCreditsFinished( void ) = 0;
// inserts specified panel as background for level load dialog
virtual void SetLoadingBackgroundDialog( vgui::VPANEL panel ) = 0;
// Bonus maps interfaces
virtual void BonusMapUnlock( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapComplete( const char *pchFileName = NULL, const char *pchMapName = NULL ) = 0;
virtual void BonusMapChallengeUpdate( const char *pchFileName, const char *pchMapName, const char *pchChallengeName, int iBest ) = 0;
virtual void BonusMapChallengeNames( char *pchFileName, char *pchMapName, char *pchChallengeName ) = 0;
virtual void BonusMapChallengeObjectives( int &iBronze, int &iSilver, int &iGold ) = 0;
virtual void BonusMapDatabaseSave( void ) = 0;
virtual int BonusMapNumAdvancedCompleted( void ) = 0;
virtual void BonusMapNumMedals( int piNumMedals[ 3 ] ) = 0;
virtual void OnConnectToServer2(const char *game, int IP, int connectionPort, int queryPort) = 0;
// X360 Storage device validation:
// returns true right away if storage device has been previously selected.
// otherwise returns false and will set the variable pointed by pStorageDeviceValidated to 1
// once the storage device is selected by user.
virtual bool ValidateStorageDevice( int *pStorageDeviceValidated ) = 0;
virtual void SetProgressOnStart() = 0;
virtual void OnDisconnectFromServer( uint8 eSteamLoginFailure ) = 0;
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
};
#define GAMEUI_INTERFACE_VERSION "GameUI011"
#endif // IGAMEUI_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
/*
** The copyright to the contents herein is the property of Valve Corporation.
** The contents may be used and/or copied only with the written permission of
** Valve, or in accordance with the terms and conditions stipulated in
** the agreement/contract under which the contents have been supplied.
**
*******************************************************************************
**
** Contents:
**
** Common types used in the Steam DLL interface.
**
** This file is distributed to Steam application developers.
**
**
**
*******************************************************************************/
#ifndef INCLUDED_STEAM_COMMON_STEAMCOMMON_H
#define INCLUDED_STEAM_COMMON_STEAMCOMMON_H
#if defined(_MSC_VER) && (_MSC_VER > 1000)
#pragma once
#endif
#ifdef __cplusplus
extern "C"
{
#endif
/* Applications should not define STEAM_EXPORTS. */
#if defined ( _WIN32 )
#ifdef STEAM_EXPORTS
#define STEAM_API __declspec(dllexport)
#else
#define STEAM_API __declspec(dllimport)
#endif
#define STEAM_CALL __cdecl
#else
#define STEAM_API /* */
#define STEAM_CALL /* */
#endif
typedef void (STEAM_CALL *KeyValueIteratorCallback_t )(const char *Key, const char *Val, void *pvParam);
/******************************************************************************
**
** Exported macros and constants
**
******************************************************************************/
/* DEPRECATED -- these are ignored now, all API access is granted on SteamStartup */
#define STEAM_USING_FILESYSTEM (0x00000001)
#define STEAM_USING_LOGGING (0x00000002)
#define STEAM_USING_USERID (0x00000004)
#define STEAM_USING_ACCOUNT (0x00000008)
#define STEAM_USING_ALL (0x0000000f)
/* END DEPRECATED */
#define STEAM_MAX_PATH (255)
#define STEAM_QUESTION_MAXLEN (255)
#define STEAM_SALT_SIZE (8)
#define STEAM_PROGRESS_PERCENT_SCALE (0x00001000)
/* These are maximum significant string lengths, excluding nul-terminator. */
#define STEAM_CARD_NUMBER_SIZE (17)
#define STEAM_CARD_HOLDERNAME_SIZE (100)
#define STEAM_CARD_EXPYEAR_SIZE (4)
#define STEAM_CARD_EXPMONTH_SIZE (2)
#define STEAM_CARD_CVV2_SIZE (5)
#define STEAM_BILLING_ADDRESS1_SIZE (128)
#define STEAM_BILLING_ADDRESS2_SIZE (128)
#define STEAM_BILLING_CITY_SIZE (50)
#define STEAM_BILLING_ZIP_SIZE (16)
#define STEAM_BILLING_STATE_SIZE (32)
#define STEAM_BILLING_COUNTRY_SIZE (32)
#define STEAM_BILLING_PHONE_SIZE (20)
#define STEAM_BILLING_EMAIL_ADDRESS_SIZE (100)
#define STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE (20)
#define STEAM_PROOF_OF_PURCHASE_TOKEN_SIZE (200)
#define STEAM_EXTERNAL_ACCOUNTNAME_SIZE (100)
#define STEAM_EXTERNAL_ACCOUNTPASSWORD_SIZE (80)
#define STEAM_BILLING_CONFIRMATION_CODE_SIZE (22)
#define STEAM_BILLING_CARD_APPROVAL_CODE_SIZE (100)
#define STEAM_BILLING_TRANS_DATE_SIZE (9) // mm/dd/yy
#define STEAM_BILLING_TRANS_TIME_SIZE (9) // hh:mm:ss
/******************************************************************************
**
** Scalar type and enumerated type definitions.
**
******************************************************************************/
typedef unsigned int SteamHandle_t;
typedef void * SteamUserIDTicketValidationHandle_t;
typedef unsigned int SteamCallHandle_t;
#if defined(_MSC_VER)
typedef unsigned __int64 SteamUnsigned64_t;
#else
typedef unsigned long long SteamUnsigned64_t;
#endif
typedef enum
{
eSteamSeekMethodSet = 0,
eSteamSeekMethodCur = 1,
eSteamSeekMethodEnd = 2
} ESteamSeekMethod;
typedef enum
{
eSteamBufferMethodFBF = 0,
eSteamBufferMethodNBF = 1
} ESteamBufferMethod;
typedef enum
{
eSteamErrorNone = 0,
eSteamErrorUnknown = 1,
eSteamErrorLibraryNotInitialized = 2,
eSteamErrorLibraryAlreadyInitialized = 3,
eSteamErrorConfig = 4,
eSteamErrorContentServerConnect = 5,
eSteamErrorBadHandle = 6,
eSteamErrorHandlesExhausted = 7,
eSteamErrorBadArg = 8,
eSteamErrorNotFound = 9,
eSteamErrorRead = 10,
eSteamErrorEOF = 11,
eSteamErrorSeek = 12,
eSteamErrorCannotWriteNonUserConfigFile = 13,
eSteamErrorCacheOpen = 14,
eSteamErrorCacheRead = 15,
eSteamErrorCacheCorrupted = 16,
eSteamErrorCacheWrite = 17,
eSteamErrorCacheSession = 18,
eSteamErrorCacheInternal = 19,
eSteamErrorCacheBadApp = 20,
eSteamErrorCacheVersion = 21,
eSteamErrorCacheBadFingerPrint = 22,
eSteamErrorNotFinishedProcessing = 23,
eSteamErrorNothingToDo = 24,
eSteamErrorCorruptEncryptedUserIDTicket = 25,
eSteamErrorSocketLibraryNotInitialized = 26,
eSteamErrorFailedToConnectToUserIDTicketValidationServer = 27,
eSteamErrorBadProtocolVersion = 28,
eSteamErrorReplayedUserIDTicketFromClient = 29,
eSteamErrorReceiveResultBufferTooSmall = 30,
eSteamErrorSendFailed = 31,
eSteamErrorReceiveFailed = 32,
eSteamErrorReplayedReplyFromUserIDTicketValidationServer = 33,
eSteamErrorBadSignatureFromUserIDTicketValidationServer = 34,
eSteamErrorValidationStalledSoAborted = 35,
eSteamErrorInvalidUserIDTicket = 36,
eSteamErrorClientLoginRateTooHigh = 37,
eSteamErrorClientWasNeverValidated = 38,
eSteamErrorInternalSendBufferTooSmall = 39,
eSteamErrorInternalReceiveBufferTooSmall = 40,
eSteamErrorUserTicketExpired = 41,
eSteamErrorCDKeyAlreadyInUseOnAnotherClient = 42,
eSteamErrorNotLoggedIn = 101,
eSteamErrorAlreadyExists = 102,
eSteamErrorAlreadySubscribed = 103,
eSteamErrorNotSubscribed = 104,
eSteamErrorAccessDenied = 105,
eSteamErrorFailedToCreateCacheFile = 106,
eSteamErrorCallStalledSoAborted = 107,
eSteamErrorEngineNotRunning = 108,
eSteamErrorEngineConnectionLost = 109,
eSteamErrorLoginFailed = 110,
eSteamErrorAccountPending = 111,
eSteamErrorCacheWasMissingRetry = 112,
eSteamErrorLocalTimeIncorrect = 113,
eSteamErrorCacheNeedsDecryption = 114,
eSteamErrorAccountDisabled = 115,
eSteamErrorCacheNeedsRepair = 116,
eSteamErrorRebootRequired = 117,
eSteamErrorNetwork = 200,
eSteamErrorOffline = 201
} ESteamError;
typedef enum
{
eNoDetailedErrorAvailable,
eStandardCerrno,
eWin32LastError,
eWinSockLastError,
eDetailedPlatformErrorCount
} EDetailedPlatformErrorType;
typedef enum /* Filter elements returned by SteamFind{First,Next} */
{
eSteamFindLocalOnly, /* limit search to local filesystem */
eSteamFindRemoteOnly, /* limit search to remote repository */
eSteamFindAll /* do not limit search (duplicates allowed) */
} ESteamFindFilter;
/******************************************************************************
**
** Exported structure and complex type definitions.
**
******************************************************************************/
typedef struct
{
ESteamError eSteamError;
EDetailedPlatformErrorType eDetailedErrorType;
int nDetailedErrorCode;
char szDesc[STEAM_MAX_PATH];
} TSteamError;
typedef struct
{
int bIsDir; /* If non-zero, element is a directory; if zero, element is a file */
unsigned int uSizeOrCount; /* If element is a file, this contains size of file in bytes */
int bIsLocal; /* If non-zero, reported item is a standalone element on local filesystem */
char cszName[STEAM_MAX_PATH]; /* Base element name (no path) */
long lLastAccessTime; /* Seconds since 1/1/1970 (like time_t) when element was last accessed */
long lLastModificationTime; /* Seconds since 1/1/1970 (like time_t) when element was last modified */
long lCreationTime; /* Seconds since 1/1/1970 (like time_t) when element was created */
} TSteamElemInfo;
typedef struct
{
unsigned int uNumSubscriptions;
unsigned int uMaxNameChars;
unsigned int uMaxApps;
} TSteamSubscriptionStats;
typedef struct
{
unsigned int uNumApps;
unsigned int uMaxNameChars;
unsigned int uMaxInstallDirNameChars;
unsigned int uMaxVersionLabelChars;
unsigned int uMaxLaunchOptions;
unsigned int uMaxLaunchOptionDescChars;
unsigned int uMaxLaunchOptionCmdLineChars;
unsigned int uMaxNumIcons;
unsigned int uMaxIconSize;
unsigned int uMaxDependencies;
} TSteamAppStats;
typedef struct
{
char *szLabel;
unsigned int uMaxLabelChars;
unsigned int uVersionId;
int bIsNotAvailable;
} TSteamAppVersion;
typedef struct
{
char *szDesc;
unsigned int uMaxDescChars;
char *szCmdLine;
unsigned int uMaxCmdLineChars;
unsigned int uIndex;
unsigned int uIconIndex;
int bNoDesktopShortcut;
int bNoStartMenuShortcut;
int bIsLongRunningUnattended;
} TSteamAppLaunchOption;
typedef struct
{
char *szName;
unsigned int uMaxNameChars;
char *szLatestVersionLabel;
unsigned int uMaxLatestVersionLabelChars;
char *szCurrentVersionLabel;
unsigned int uMaxCurrentVersionLabelChars;
char *szInstallDirName;
unsigned int uMaxInstallDirNameChars;
unsigned int uId;
unsigned int uLatestVersionId;
unsigned int uCurrentVersionId;
unsigned int uMinCacheFileSizeMB;
unsigned int uMaxCacheFileSizeMB;
unsigned int uNumLaunchOptions;
unsigned int uNumIcons;
unsigned int uNumVersions;
unsigned int uNumDependencies;
} TSteamApp;
typedef enum
{
eNoCost = 0,
eBillOnceOnly = 1,
eBillMonthly = 2,
eProofOfPrepurchaseOnly = 3,
eGuestPass = 4,
eHardwarePromo = 5,
eNumBillingTypes,
} EBillingType;
typedef struct
{
char *szName;
unsigned int uMaxNameChars;
unsigned int *puAppIds;
unsigned int uMaxAppIds;
unsigned int uId;
unsigned int uNumApps;
EBillingType eBillingType;
unsigned int uCostInCents;
unsigned int uNumDiscounts;
int bIsPreorder;
int bRequiresShippingAddress;
unsigned int uDomesticShippingCostInCents;
unsigned int uInternationalShippingCostInCents;
bool bIsCyberCafeSubscription;
unsigned int uGameCode;
char szGameCodeDesc[STEAM_MAX_PATH];
bool bIsDisabled;
bool bRequiresCD;
unsigned int uTerritoryCode;
bool bIsSteam3Subscription;
} TSteamSubscription;
typedef struct
{
char szName[STEAM_MAX_PATH];
unsigned int uDiscountInCents;
unsigned int uNumQualifiers;
} TSteamSubscriptionDiscount;
typedef struct
{
char szName[STEAM_MAX_PATH];
unsigned int uRequiredSubscription;
int bIsDisqualifier;
} TSteamDiscountQualifier;
typedef struct TSteamProgress
{
int bValid; /* non-zero if call provides progress info */
unsigned int uPercentDone; /* 0 to 100 * STEAM_PROGRESS_PERCENT_SCALE if bValid */
char szProgress[STEAM_MAX_PATH]; /* additional progress info */
} TSteamProgress;
typedef enum
{
eSteamNotifyTicketsWillExpire,
eSteamNotifyAccountInfoChanged,
eSteamNotifyContentDescriptionChanged,
eSteamNotifyPleaseShutdown,
eSteamNotifyNewContentServer,
eSteamNotifySubscriptionStatusChanged,
eSteamNotifyContentServerConnectionLost,
eSteamNotifyCacheLoadingCompleted,
eSteamNotifyCacheNeedsDecryption,
eSteamNotifyCacheNeedsRepair
} ESteamNotificationCallbackEvent;
typedef void(*SteamNotificationCallback_t)(ESteamNotificationCallbackEvent eEvent, unsigned int nData);
typedef char SteamPersonalQuestion_t[ STEAM_QUESTION_MAXLEN + 1 ];
typedef struct
{
unsigned char uchSalt[STEAM_SALT_SIZE];
} SteamSalt_t;
typedef enum
{
eVisa = 1,
eMaster = 2,
eAmericanExpress = 3,
eDiscover = 4,
eDinnersClub = 5,
eJCB = 6
} ESteamPaymentCardType;
typedef struct
{
ESteamPaymentCardType eCardType;
char szCardNumber[ STEAM_CARD_NUMBER_SIZE +1 ];
char szCardHolderName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szCardExpYear[ STEAM_CARD_EXPYEAR_SIZE + 1 ];
char szCardExpMonth[ STEAM_CARD_EXPMONTH_SIZE+ 1 ];
char szCardCVV2[ STEAM_CARD_CVV2_SIZE + 1 ];
char szBillingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szBillingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szBillingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szBillingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szBillingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szBillingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
char szBillingPhone[ STEAM_BILLING_PHONE_SIZE + 1 ];
char szBillingEmailAddress[ STEAM_BILLING_EMAIL_ADDRESS_SIZE + 1 ];
unsigned int uExpectedCostInCents;
unsigned int uExpectedTaxInCents;
/* If the TSteamSubscription says that shipping info is required, */
/* then the following fields must be filled out. */
/* If szShippingName is empty, then assumes so are the rest. */
char szShippingName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szShippingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szShippingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szShippingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szShippingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szShippingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szShippingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
char szShippingPhone[ STEAM_BILLING_PHONE_SIZE + 1 ];
unsigned int uExpectedShippingCostInCents;
} TSteamPaymentCardInfo;
typedef struct
{
char szTypeOfProofOfPurchase[ STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE + 1 ];
/* A ProofOfPurchase token is not necessarily a nul-terminated string; it may be binary data
(perhaps encrypted). Hence we need a length and an array of bytes. */
unsigned int uLengthOfBinaryProofOfPurchaseToken;
char cBinaryProofOfPurchaseToken[ STEAM_PROOF_OF_PURCHASE_TOKEN_SIZE + 1 ];
} TSteamPrepurchaseInfo;
typedef struct
{
char szAccountName[ STEAM_EXTERNAL_ACCOUNTNAME_SIZE + 1 ];
char szPassword[ STEAM_EXTERNAL_ACCOUNTPASSWORD_SIZE + 1 ];
} TSteamExternalBillingInfo;
typedef enum
{
ePaymentCardInfo = 1,
ePrepurchasedInfo = 2,
eAccountBillingInfo = 3,
eExternalBillingInfo = 4, /* indirect billing via ISP etc (not supported yet) */
ePaymentCardReceipt = 5,
ePrepurchaseReceipt = 6,
eEmptyReceipt = 7
} ESteamSubscriptionBillingInfoType;
typedef struct
{
ESteamSubscriptionBillingInfoType eBillingInfoType;
union {
TSteamPaymentCardInfo PaymentCardInfo;
TSteamPrepurchaseInfo PrepurchaseInfo;
TSteamExternalBillingInfo ExternalBillingInfo;
char bUseAccountBillingInfo;
};
} TSteamSubscriptionBillingInfo;
typedef enum
{
/* Subscribed */
eSteamSubscriptionOK = 0, /* Subscribed */
eSteamSubscriptionPending = 1, /* Awaiting transaction completion */
eSteamSubscriptionPreorder = 2, /* Is currently a pre-order */
eSteamSubscriptionPrepurchaseTransferred = 3, /* hop to this account */
/* Unusbscribed */
eSteamSubscriptionPrepurchaseInvalid = 4, /* Invalid cd-key */
eSteamSubscriptionPrepurchaseRejected = 5, /* hopped out / banned / etc */
eSteamSubscriptionPrepurchaseRevoked = 6, /* hop away from this account */
eSteamSubscriptionPaymentCardDeclined = 7, /* CC txn declined */
eSteamSubscriptionCancelledByUser = 8, /* Cancelled by client */
eSteamSubscriptionCancelledByVendor = 9, /* Cancelled by us */
eSteamSubscriptionPaymentCardUseLimit = 10, /* Card used too many times, potential fraud */
eSteamSubscriptionPaymentCardAlert = 11, /* Got a "pick up card" or the like from bank */
eSteamSubscriptionFailed = 12, /* Other Error in subscription data or transaction failed/lost */
eSteamSubscriptionPaymentCardAVSFailure = 13, /* Card failed Address Verification check */
eSteamSubscriptionPaymentCardInsufficientFunds = 14, /* Card failed due to insufficient funds */
eSteamSubscriptionRestrictedCountry = 15 /* The subscription is not available in the user's country */
} ESteamSubscriptionStatus;
typedef struct
{
ESteamPaymentCardType eCardType;
char szCardLastFourDigits[ 4 + 1 ];
char szCardHolderName[ STEAM_CARD_HOLDERNAME_SIZE + 1];
char szBillingAddress1[ STEAM_BILLING_ADDRESS1_SIZE + 1 ];
char szBillingAddress2[ STEAM_BILLING_ADDRESS2_SIZE + 1 ];
char szBillingCity[ STEAM_BILLING_CITY_SIZE + 1 ];
char szBillingZip[ STEAM_BILLING_ZIP_SIZE + 1 ];
char szBillingState[ STEAM_BILLING_STATE_SIZE + 1 ];
char szBillingCountry[ STEAM_BILLING_COUNTRY_SIZE + 1 ];
// The following are only available after the subscription leaves "pending" status
char szCardApprovalCode[ STEAM_BILLING_CARD_APPROVAL_CODE_SIZE + 1];
char szTransDate[ STEAM_BILLING_TRANS_DATE_SIZE + 1]; /* mm/dd/yy */
char szTransTime[ STEAM_BILLING_TRANS_TIME_SIZE + 1]; /* hh:mm:ss */
unsigned int uPriceWithoutTax;
unsigned int uTaxAmount;
unsigned int uShippingCost;
} TSteamPaymentCardReceiptInfo;
typedef struct
{
char szTypeOfProofOfPurchase[ STEAM_TYPE_OF_PROOF_OF_PURCHASE_SIZE + 1 ];
} TSteamPrepurchaseReceiptInfo;
typedef struct
{
ESteamSubscriptionStatus eStatus;
ESteamSubscriptionStatus ePreviousStatus;
ESteamSubscriptionBillingInfoType eReceiptInfoType;
char szConfirmationCode[ STEAM_BILLING_CONFIRMATION_CODE_SIZE + 1];
union {
TSteamPaymentCardReceiptInfo PaymentCardReceiptInfo;
TSteamPrepurchaseReceiptInfo PrepurchaseReceiptInfo;
};
} TSteamSubscriptionReceipt;
typedef enum
{
ePhysicalBytesReceivedThisSession = 1,
eAppReadyToLaunchStatus = 2,
eAppPreloadStatus = 3,
eAppEntireDepot = 4,
eCacheBytesPresent = 5
} ESteamAppUpdateStatsQueryType;
typedef struct
{
SteamUnsigned64_t uBytesTotal;
SteamUnsigned64_t uBytesPresent;
} TSteamUpdateStats;
typedef enum
{
eSteamUserAdministrator = 0x00000001, /* May subscribe, unsubscribe, etc */
eSteamUserDeveloper = 0x00000002, /* Steam or App developer */
eSteamUserCyberCafe = 0x00000004 /* CyberCafe, school, etc -- UI should ask for password */
/* before allowing logout, unsubscribe, etc */
} ESteamUserTypeFlags;
typedef enum
{
eSteamAccountStatusDefault = 0x00000000,
eSteamAccountStatusEmailVerified = 0x00000001,
/* Note: Mask value 0x2 is reserved for future use. (Some, but not all, public accounts already have this set.) */
eSteamAccountDisabled = 0x00000004
} ESteamAccountStatusBitFields ;
typedef enum
{
eSteamBootstrapperError = -1,
eSteamBootstrapperDontCheckForUpdate = 0,
eSteamBootstrapperCheckForUpdateAndRerun = 7
} ESteamBootStrapperClientAppResult;
typedef enum
{
eSteamOnline = 0,
eSteamOffline = 1,
eSteamNoAuthMode = 2,
eSteamBillingOffline = 3
} eSteamOfflineStatus;
typedef struct
{
int eOfflineNow;
int eOfflineNextSession;
} TSteamOfflineStatus;
typedef struct
{
unsigned int uAppId;
int bIsSystemDefined;
char szMountPath[STEAM_MAX_PATH];
} TSteamAppDependencyInfo;
typedef enum
{
eSteamOpenFileRegular = 0x0,
eSteamOpenFileIgnoreLocal = 0x1,
eSteamOpenFileChecksumReads = 0x2
} ESteamOpenFileFlags;
typedef enum
{
eSteamValveCDKeyValidationServer = 0,
eSteamHalfLifeMasterServer = 1,
eSteamFriendsServer = 2,
eSteamCSERServer = 3,
eSteamHalfLife2MasterServer = 4,
eSteamRDKFMasterServer = 5,
eMaxServerTypes = 6
} ESteamServerType;
/******************************************************************************
**
** More exported constants
**
******************************************************************************/
#ifdef __cplusplus
const SteamHandle_t STEAM_INVALID_HANDLE = 0;
const SteamCallHandle_t STEAM_INVALID_CALL_HANDLE = 0;
const SteamUserIDTicketValidationHandle_t STEAM_INACTIVE_USERIDTICKET_VALIDATION_HANDLE = 0;
const unsigned int STEAM_USE_LATEST_VERSION = 0xFFFFFFFF;
#else
#define STEAM_INVALID_HANDLE ((SteamHandle_t)(0))
#define STEAM_INVALID_CALL_HANDLE ((SteamCallHandle_t)(0))
#define STEAM_INACTIVE_USERIDTICKET_VALIDATION_HANDLE ((SteamUserIDTicketValidationHandle_t)(0))
#define STEAM_USE_LATEST_VERSION (0xFFFFFFFFu);
#endif
/******************************************************************************
** Each Steam instance (licensed Steam Service Provider) has a unique SteamInstanceID_t.
**
** Each Steam instance as its own DB of users.
** Each user in the DB has a unique SteamLocalUserID_t (a serial number, with possible
** rare gaps in the sequence).
**
******************************************************************************/
typedef unsigned short SteamInstanceID_t; // MUST be 16 bits
#if defined ( _WIN32 )
typedef unsigned __int64 SteamLocalUserID_t; // MUST be 64 bits
#else
typedef unsigned long long SteamLocalUserID_t; // MUST be 64 bits
#endif
/******************************************************************************
**
** Applications need to be able to authenticate Steam users from ANY instance.
** So a SteamIDTicket contains SteamGlobalUserID, which is a unique combination of
** instance and user id.
**
** SteamLocalUserID is an unsigned 64-bit integer.
** For platforms without 64-bit int support, we provide access via a union that splits it into
** high and low unsigned 32-bit ints. Such platforms will only need to compare LocalUserIDs
** for equivalence anyway - not perform arithmetic with them.
**
********************************************************************************/
typedef struct
{
unsigned int Low32bits;
unsigned int High32bits;
} TSteamSplitLocalUserID;
typedef struct
{
SteamInstanceID_t m_SteamInstanceID;
union
{
SteamLocalUserID_t As64bits;
TSteamSplitLocalUserID Split;
} m_SteamLocalUserID;
} TSteamGlobalUserID;
#ifdef __cplusplus
}
#endif
#endif

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////////////////////////////////////////////////////////////////////
//
// hl2orange.spa.h
//
// Auto-generated on Thursday, 13 September 2007 at 16:59:17
// XLAST project version 1.0.402.0
// SPA Compiler version 2.0.6274.0
//
////////////////////////////////////////////////////////////////////
#ifndef __THE_ORANGE_BOX_SPA_H__
#define __THE_ORANGE_BOX_SPA_H__
#ifdef __cplusplus
extern "C" {
#endif
//
// Title info
//
#define TITLEID_THE_ORANGE_BOX 0x4541080F
//
// Context ids
//
// These values are passed as the dwContextId to XUserSetContext.
//
#define CONTEXT_CHAPTER_HL2 0
#define CONTEXT_SCENARIO 1
#define CONTEXT_GAME 2
#define CONTEXT_CHAPTER_EP1 3
#define CONTEXT_CHAPTER_EP2 4
#define CONTEXT_CHAPTER_PORTAL 5
//
// Context values
//
// These values are passed as the dwContextValue to XUserSetContext.
//
// Values for CONTEXT_CHAPTER_HL2
#define CONTEXT_CHAPTER_HL2_POINT_INSERTION 0
#define CONTEXT_CHAPTER_HL2_A_RED_LETTER_DAY 1
#define CONTEXT_CHAPTER_HL2_ROUTE_KANAL 2
#define CONTEXT_CHAPTER_HL2_WATER_HAZARD 3
#define CONTEXT_CHAPTER_HL2_BLACK_MESA_EAST 4
#define CONTEXT_CHAPTER_HL2_RAVENHOLM 5
#define CONTEXT_CHAPTER_HL2_HIGHWAY_17 6
#define CONTEXT_CHAPTER_HL2_SANDTRAPS 7
#define CONTEXT_CHAPTER_HL2_NOVA_PROSPEKT 8
#define CONTEXT_CHAPTER_HL2_ENTANGLEMENT 9
#define CONTEXT_CHAPTER_HL2_ANTICITIZEN_ONE 10
#define CONTEXT_CHAPTER_HL2_FOLLOW_FREEMAN 11
#define CONTEXT_CHAPTER_HL2_OUR_BENEFACTORS 12
#define CONTEXT_CHAPTER_HL2_DARK_ENERGY 13
// Values for CONTEXT_SCENARIO
#define CONTEXT_SCENARIO_CTF_2FORT 0
#define CONTEXT_SCENARIO_CP_DUSTBOWL 1
#define CONTEXT_SCENARIO_CP_GRANARY 2
#define CONTEXT_SCENARIO_CP_WELL 3
#define CONTEXT_SCENARIO_CP_GRAVELPIT 4
#define CONTEXT_SCENARIO_TC_HYDRO 5
#define CONTEXT_SCENARIO_CTF_CLOAK 6
#define CONTEXT_SCENARIO_CP_CLOAK 7
// Values for CONTEXT_GAME
#define CONTEXT_GAME_GAME_HALF_LIFE_2 0
#define CONTEXT_GAME_GAME_EPISODE_ONE 1
#define CONTEXT_GAME_GAME_EPISODE_TWO 2
#define CONTEXT_GAME_GAME_PORTAL 3
#define CONTEXT_GAME_GAME_TEAM_FORTRESS 4
// Values for CONTEXT_CHAPTER_EP1
#define CONTEXT_CHAPTER_EP1_UNDUE_ALARM 0
#define CONTEXT_CHAPTER_EP1_DIRECT_INTERVENTION 1
#define CONTEXT_CHAPTER_EP1_LOWLIFE 2
#define CONTEXT_CHAPTER_EP1_URBAN_FLIGHT 3
#define CONTEXT_CHAPTER_EP1_EXIT_17 4
// Values for CONTEXT_CHAPTER_EP2
#define CONTEXT_CHAPTER_EP2_TO_THE_WHITE_FOREST 0
#define CONTEXT_CHAPTER_EP2_THIS_VORTAL_COIL 1
#define CONTEXT_CHAPTER_EP2_FREEMAN_PONTIFEX 2
#define CONTEXT_CHAPTER_EP2_RIDING_SHOTGUN 3
#define CONTEXT_CHAPTER_EP2_UNDER_THE_RADAR 4
#define CONTEXT_CHAPTER_EP2_OUR_MUTUAL_FIEND 5
#define CONTEXT_CHAPTER_EP2_T_MINUS_ONE 6
// Values for CONTEXT_CHAPTER_PORTAL
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_00 0
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_04 1
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_08 2
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_10 3
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_13 4
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_14 5
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_15 6
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_16 7
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_17 8
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_18 9
#define CONTEXT_CHAPTER_PORTAL_TESTCHAMBER_19 10
// Values for X_CONTEXT_PRESENCE
#define CONTEXT_PRESENCE_TF_CP 0
#define CONTEXT_PRESENCE_TF_CTF_LOSING 1
#define CONTEXT_PRESENCE_TF_CTF_TIED 2
#define CONTEXT_PRESENCE_TF_CTF_WINNING 3
#define CONTEXT_PRESENCE_APPCHOOSER 4
#define CONTEXT_PRESENCE_MENU 5
#define CONTEXT_PRESENCE_EP1_INGAME 6
#define CONTEXT_PRESENCE_HL2_INGAME 7
#define CONTEXT_PRESENCE_EP2_INGAME 8
#define CONTEXT_PRESENCE_PORTAL_INGAME 9
#define CONTEXT_PRESENCE_COMMENTARY 10
#define CONTEXT_PRESENCE_IDLE 11
// Values for X_CONTEXT_GAME_MODE
#define CONTEXT_GAME_MODE_MULTIPLAYER 0
#define CONTEXT_GAME_MODE_SINGLEPLAYER 1
//
// Property ids
//
// These values are passed as the dwPropertyId value to XUserSetProperty
// and as the dwPropertyId value in the XUSER_PROPERTY structure.
//
#define PROPERTY_CAPS_OWNED 0x10000000
#define PROPERTY_CAPS_TOTAL 0x10000001
#define PROPERTY_PLAYER_TEAM_SCORE 0x10000002
#define PROPERTY_OPPONENT_TEAM_SCORE 0x10000003
#define PROPERTY_FLAG_CAPTURE_LIMIT 0x1000000B
#define PROPERTY_NUMBER_OF_ROUNDS 0x1000000C
#define PROPERTY_GAME_SIZE 0x1000000D
#define PROPERTY_AUTOBALANCE 0x1000000E
#define PROPERTY_PRIVATE_SLOTS 0x1000000F
#define PROPERTY_MAX_GAME_TIME 0x10000010
#define PROPERTY_NUMBER_OF_KILLS 0x10000011
#define PROPERTY_DAMAGE_DEALT 0x10000012
#define PROPERTY_PLAY_TIME 0x10000013
#define PROPERTY_POINT_CAPTURES 0x10000014
#define PROPERTY_POINT_DEFENSES 0x10000015
#define PROPERTY_DOMINATIONS 0x10000016
#define PROPERTY_REVENGE 0x10000017
#define PROPERTY_BUILDINGS_DESTROYED 0x10000019
#define PROPERTY_HEADSHOTS 0x1000001A
#define PROPERTY_HEALTH_POINTS_HEALED 0x1000001B
#define PROPERTY_INVULNS 0x1000001C
#define PROPERTY_KILL_ASSISTS 0x1000001D
#define PROPERTY_BACKSTABS 0x1000001E
#define PROPERTY_HEALTH_POINTS_LEACHED 0x1000001F
#define PROPERTY_BUILDINGS_BUILT 0x10000020
#define PROPERTY_SENTRY_KILLS 0x10000021
#define PROPERTY_TELEPORTS 0x10000022
#define PROPERTY_KILLS 0x10000023
#define PROPERTY_NUMBER_OF_TEAMS 0x10000025
#define PROPERTY_TEAM_RED 0x10000026
#define PROPERTY_TEAM_BLUE 0x10000027
#define PROPERTY_TEAM_SPECTATOR 0x10000028
#define PROPERTY_TEAM 0x10000029
#define PROPERTY_WIN_LIMIT 0x1000002A
#define PROPERTY_RANKING_TEST 0x2000000A
#define PROPERTY_POINTS_SCORED 0x20000018
//
// Achievement ids
//
// These values are used in the dwAchievementId member of the
// XUSER_ACHIEVEMENT structure that is used with
// XUserWriteAchievements and XUserCreateAchievementEnumerator.
//
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHPHYSICS 43
#define ACHIEVEMENT_HLX_KILL_ENEMY_WITHHOPPERMINE 44
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHMANHACK 45
#define ACHIEVEMENT_HLX_KILL_SOLDIER_WITHHISGRENADE 46
#define ACHIEVEMENT_HLX_KILL_ENEMIES_WITHONEENERGYBALL 47
#define ACHIEVEMENT_HLX_KILL_ELITESOLDIER_WITHHISENERGYBALL 48
#define ACHIEVEMENT_EPX_GET_ZOMBINEGRENADE 50
#define ACHIEVEMENT_EPX_KILL_ZOMBIES_WITHFLARES 51
#define ACHIEVEMENT_HL2_HIT_CANCOP_WITHCAN 52
#define ACHIEVEMENT_HL2_PUT_CANINTRASH 53
#define ACHIEVEMENT_HL2_ESCAPE_APARTMENTRAID 54
#define ACHIEVEMENT_HL2_BREAK_MINITELEPORTER 55
#define ACHIEVEMENT_HL2_GET_CROWBAR 56
#define ACHIEVEMENT_HL2_KILL_BARNACLESWITHBARREL 57
#define ACHIEVEMENT_HL2_GET_AIRBOAT 58
#define ACHIEVEMENT_HL2_GET_AIRBOATGUN 60
#define ACHIEVEMENT_HL2_FIND_VORTIGAUNTCAVE 61
#define ACHIEVEMENT_HL2_KILL_CHOPPER 62
#define ACHIEVEMENT_HL2_FIND_HEVFACEPLATE 63
#define ACHIEVEMENT_HL2_GET_GRAVITYGUN 64
#define ACHIEVEMENT_HL2_MAKEABASKET 65
#define ACHIEVEMENT_HL2_BEAT_RAVENHOLM_NOWEAPONS 66
#define ACHIEVEMENT_HL2_BEAT_CEMETERY 67
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHCRANE 68
#define ACHIEVEMENT_HL2_PIN_SOLDIER_TOBILLBOARD 69
#define ACHIEVEMENT_HL2_KILL_ODESSAGUNSHIP 70
#define ACHIEVEMENT_HL2_KILL_THREEGUNSHIPS 71
#define ACHIEVEMENT_HL2_BEAT_DONTTOUCHSAND 72
#define ACHIEVEMENT_HL2_KILL_ENEMIES_WITHANTLIONS 74
#define ACHIEVEMENT_HL2_KILL_ENEMY_WITHTOILET 75
#define ACHIEVEMENT_HL2_BEAT_TURRETSTANDOFF2 76
#define ACHIEVEMENT_HL2_BEAT_TOXICTUNNEL 78
#define ACHIEVEMENT_HL2_BEAT_PLAZASTANDOFF 79
#define ACHIEVEMENT_HL2_KILL_ALLC1709SNIPERS 80
#define ACHIEVEMENT_HL2_BEAT_SUPRESSIONDEVICE 81
#define ACHIEVEMENT_HL2_BEAT_C1713STRIDERSTANDOFF 82
#define ACHIEVEMENT_HL2_BEAT_GAME 84
#define ACHIEVEMENT_HL2_FIND_ALLLAMBDAS 86
#define ACHIEVEMENT_EP1_BEAT_MAINELEVATOR 87
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE 88
#define ACHIEVEMENT_EP1_BEAT_CITADELCORE_NOSTALKERKILLS 89
#define ACHIEVEMENT_EP1_KILL_ANTLIONS_WITHCARS 90
#define ACHIEVEMENT_EP1_BEAT_GARAGEELEVATORSTANDOFF 91
#define ACHIEVEMENT_EP1_KILL_ENEMIES_WITHSNIPERALYX 92
#define ACHIEVEMENT_EP1_BEAT_HOSPITALATTICGUNSHIP 93
#define ACHIEVEMENT_EP1_BEAT_CITIZENESCORT_NOCITIZENDEATHS 94
#define ACHIEVEMENT_EP1_BEAT_GAME 95
#define ACHIEVEMENT_EP1_BEAT_GAME_ONEBULLET 96
#define ACHIEVEMENT_EP2_KILL_POISONANTLION 97
#define ACHIEVEMENT_EP2_KILL_ALLGRUBS 98
#define ACHIEVEMENT_EP2_BREAK_ALLWEBS 99
#define ACHIEVEMENT_EP2_BEAT_ANTLIONINVASION 100
#define ACHIEVEMENT_EP2_BEAT_ANTLIONGUARDS 101
#define ACHIEVEMENT_EP2_KILL_ENEMIES_WITHCAR 102
#define ACHIEVEMENT_EP2_BEAT_HUNTERAMBUSH 103
#define ACHIEVEMENT_EP2_KILL_CHOPPER_NOMISSES 104
#define ACHIEVEMENT_EP2_KILL_COMBINECANNON 105
#define ACHIEVEMENT_EP2_FIND_ALLRADARCACHES 106
#define ACHIEVEMENT_EP2_BEAT_ROCKETCACHEPUZZLE 107
#define ACHIEVEMENT_EP2_BEAT_RACEWITHDOG 108
#define ACHIEVEMENT_EP2_BEAT_WHITEFORESTINN 109
#define ACHIEVEMENT_EP2_PUT_ITEMINROCKET 110
#define ACHIEVEMENT_EP2_BEAT_MISSILESILO2 111
#define ACHIEVEMENT_EP2_BEAT_OUTLAND12_NOBUILDINGSDESTROYED 112
#define ACHIEVEMENT_EP2_BEAT_GAME 113
#define ACHIEVEMENT_EP2_KILL_HUNTER_WITHFLECHETTES 114
#define ACHIEVEMENT_PORTAL_GET_PORTALGUNS 115
#define ACHIEVEMENT_PORTAL_KILL_COMPANIONCUBE 116
#define ACHIEVEMENT_PORTAL_ESCAPE_TESTCHAMBERS 117
#define ACHIEVEMENT_PORTAL_BEAT_GAME 118
#define ACHIEVEMENT_PORTAL_INFINITEFALL 119
#define ACHIEVEMENT_PORTAL_LONGJUMP 120
#define ACHIEVEMENT_PORTAL_BEAT_2ADVANCEDMAPS 121
#define ACHIEVEMENT_PORTAL_BEAT_4ADVANCEDMAPS 122
#define ACHIEVEMENT_PORTAL_BEAT_6ADVANCEDMAPS 123
#define ACHIEVEMENT_PORTAL_GET_ALLBRONZE 124
#define ACHIEVEMENT_PORTAL_GET_ALLSILVER 125
#define ACHIEVEMENT_PORTAL_GET_ALLGOLD 126
#define ACHIEVEMENT_TF_GET_TURRETKILLS 127
#define ACHIEVEMENT_TF_KILL_NEMESIS 128
#define ACHIEVEMENT_TF_GET_CONSECUTIVEKILLS_NODEATHS 129
#define ACHIEVEMENT_TF_GET_HEALED_BYENEMY 130
#define ACHIEVEMENT_TF_PLAY_GAME_FRIENDSONLY 131
#define ACHIEVEMENT_TF_WIN_MULTIPLEGAMES 132
#define ACHIEVEMENT_TF_GET_MULTIPLEKILLS 133
#define ACHIEVEMENT_TF_WIN_2FORT_NOENEMYCAPS 134
#define ACHIEVEMENT_TF_WIN_WELL_MINIMUMTIME 135
#define ACHIEVEMENT_TF_WIN_HYDRO_NOENEMYCAPS 136
#define ACHIEVEMENT_TF_WIN_DUSTBOWL_NOENEMYCAPS 137
#define ACHIEVEMENT_TF_WIN_GRAVELPIT_NOENEMYCAPS 138
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYCLASS 139
#define ACHIEVEMENT_TF_PLAY_GAME_EVERYMAP 140
#define ACHIEVEMENT_TF_GET_HEALPOINTS 141
#define ACHIEVEMENT_TF_BURN_PLAYERSINMINIMIMTIME 142
#define ACHIEVEMENT_HL2_DISINTEGRATE_SOLDIERSINFIELD 143
#define ACHIEVEMENT_HL2_FOLLOW_FREEMAN 144
#define ACHIEVEMENT_TF_GET_HEADSHOTS 145
#define ACHIEVEMENT_PORTAL_DETACH_ALL_CAMERAS 146
#define ACHIEVEMENT_PORTAL_HIT_TURRET_WITH_TURRET 148
#ifndef _XBOX
#define ACHIEVEMENT_PORTAL_TRANSMISSION_RECEIVED 149
#define ACHIEVEMENT_TF_GENERAL_KILL_ENEMIES_AFTER_TELEPORTING 150
#endif // _XBOX
#define ACHIEVEMENT_TF_LAST_ORANGEBOX 150
//
// Stats view ids
//
// These are used in the dwViewId member of the XUSER_STATS_SPEC structure
// passed to the XUserReadStats* and XUserCreateStatsEnumerator* functions.
//
// Skill leaderboards for ranked game modes
#define STATS_VIEW_SKILL_RANKED_MULTIPLAYER 0xFFFF0000
#define STATS_VIEW_SKILL_RANKED_SINGLEPLAYER 0xFFFF0001
// Skill leaderboards for unranked (standard) game modes
#define STATS_VIEW_SKILL_STANDARD_MULTIPLAYER 0xFFFE0000
#define STATS_VIEW_SKILL_STANDARD_SINGLEPLAYER 0xFFFE0001
// Title defined leaderboards
#define STATS_VIEW_PLAYER_MAX_UNRANKED 1
#define STATS_VIEW_PLAYER_MAX_RANKED 2
//
// Stats view column ids
//
// These ids are used to read columns of stats views. They are specified in
// the rgwColumnIds array of the XUSER_STATS_SPEC structure. Rank, rating
// and gamertag are not retrieved as custom columns and so are not included
// in the following definitions. They can be retrieved from each row's
// header (e.g., pStatsResults->pViews[x].pRows[y].dwRank, etc.).
//
// Column ids for PLAYER_MAX_UNRANKED
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_SCORED 2
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILLS 3
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINTS_CAPPED 1
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DAMAGE_DEALT 4
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_PLAY_TIME 5
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_POINT_DEFENSES 6
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_DOMINATIONS 7
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_REVENGE 8
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_DESTROYED 9
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEADSHOTS 10
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_HEALED 11
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_INVULNS 12
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_KILL_ASSISTS 13
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BACKSTABS 14
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_HEALTH_POINTS_LEACHED 15
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_BUILDINGS_BUILT 16
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_SENTRY_KILLS 17
#define STATS_COLUMN_PLAYER_MAX_UNRANKED_TELEPORTS 18
// Column ids for PLAYER_MAX_RANKED
#define STATS_COLUMN_PLAYER_MAX_RANKED_POINTS_SCORED 2
//
// Matchmaking queries
//
// These values are passed as the dwProcedureIndex parameter to
// XSessionSearch to indicate which matchmaking query to run.
//
#define SESSION_MATCH_QUERY_PLAYER_MATCH 0
//
// Gamer pictures
//
// These ids are passed as the dwPictureId parameter to XUserAwardGamerTile.
//
#ifdef __cplusplus
}
#endif
#endif // __THE_ORANGE_BOX_SPA_H__

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: represent a canonical list of the languages we support,
//
//=============================================================================
#ifndef LANG_H
#define LANG_H
#ifdef _WIN32
#pragma once
#endif
// if you change this enum also change language.cpp:s_LanguageNames
enum ELanguage
{
k_Lang_None = -1,
k_Lang_First = 0,
k_Lang_English = 0,
k_Lang_German,
k_Lang_French,
k_Lang_Italian,
k_Lang_Korean,
k_Lang_Spanish,
k_Lang_Simplified_Chinese,
k_Lang_Traditional_Chinese,
k_Lang_Russian,
k_Lang_Thai,
k_Lang_Japanese,
k_Lang_Portuguese,
k_Lang_Polish,
k_Lang_Danish,
k_Lang_Dutch,
k_Lang_Finnish,
k_Lang_Norwegian,
k_Lang_Swedish,
k_Lang_Romanian,
k_Lang_Turkish,
k_Lang_Hungarian,
k_Lang_Czech,
k_Lang_Brazilian,
k_Lang_Bulgarian,
k_Lang_Greek,
k_Lang_Ukrainian,
k_Lang_MAX
};
#define FOR_EACH_LANGUAGE( eLang ) for ( int eLang = (int)k_Lang_First; eLang < k_Lang_MAX; ++eLang )
ELanguage PchLanguageToELanguage(const char *pchShortName, ELanguage eDefault = k_Lang_English);
ELanguage PchLanguageICUCodeToELanguage( const char *pchICUCode, ELanguage eDefault = k_Lang_English );
const char *GetLanguageShortName( ELanguage eLang );
const char *GetLanguageICUName( ELanguage eLang );
const char *GetLanguageVGUILocalization( ELanguage eLang );
const char *GetLanguageName( ELanguage eLang );
#endif /* LANG_H */

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: LZMA Glue. Designed for Tool time Encoding/Decoding.
//
// LZMA Codec interface for engine. Based largely on LzmaUtil.c in SDK
//
// LZMA SDK 9.38 beta
// 2015-01-03 : Igor Pavlov : Public domain
// http://www.7-zip.org/
//
//====================================================================================//
#ifndef LZMA_H
#define LZMA_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// These routines are designed for TOOL TIME encoding/decoding on the PC!
// They have not been made to encode/decode on the PPC and lack big endian awarnesss.
// Lightweight GAME TIME Decoding is part of tier1.lib, via CLZMA.
//-----------------------------------------------------------------------------
//-----------------------------------------------------------------------------
// Encoding glue. Returns non-null Compressed buffer if successful.
// Caller must free.
//-----------------------------------------------------------------------------
unsigned char *LZMA_Compress(
unsigned char *pInput,
unsigned int inputSize,
unsigned int *pOutputSize );
//-----------------------------------------------------------------------------
// Decoding glue. Returns TRUE if succesful.
//-----------------------------------------------------------------------------
bool LZMA_Uncompress(
unsigned char *pInput,
unsigned char **ppOutput,
unsigned int *pOutputSize );
//-----------------------------------------------------------------------------
// Decoding helper, returns TRUE if buffer is LZMA compressed.
//-----------------------------------------------------------------------------
bool LZMA_IsCompressed( unsigned char *pInput );
//-----------------------------------------------------------------------------
// Decoding helper, returns non-zero size of data when uncompressed, otherwise 0.
//-----------------------------------------------------------------------------
unsigned int LZMA_GetActualSize( unsigned char *pInput );
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#if !defined( PROTO_VERSION_H )
#define PROTO_VERSION_H
#ifdef _WIN32
#pragma once
#endif
// The current network protocol version. Changing this makes clients and servers incompatible
#define PROTOCOL_VERSION 24
#define DEMO_BACKWARDCOMPATABILITY
// For backward compatibility of demo files (NET_MAX_PAYLOAD_BITS went away)
#define PROTOCOL_VERSION_23 23
// For backward compatibility of demo files (sound index bits used to = 13 )
#define PROTOCOL_VERSION_22 22
// For backward compatibility of demo files (before the special DSP was shipped to public)
#define PROTOCOL_VERSION_21 21
// For backward compatibility of demo files (old-style dynamic model loading)
#define PROTOCOL_VERSION_20 20
// For backward compatibility of demo files (post Halloween sound flag extra bit)
#define PROTOCOL_VERSION_19 19
// For backward compatibility of demo files (pre Halloween sound flag extra bit)
#define PROTOCOL_VERSION_18 18
// For backward compatibility of demo files (MD5 in map version)
#define PROTOCOL_VERSION_17 17
// For backward compatibility of demo files (create string tables compression flag)
#define PROTOCOL_VERSION_14 14
// For backward compatibility of demo files
#define PROTOCOL_VERSION_12 12
// The PROTOCOL_VERSION when replay shipped to public
#define PROTOCOL_VERSION_REPLAY 16
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef QLIMITS_H
#define QLIMITS_H
#if defined( _WIN32 )
#pragma once
#endif
// DATA STRUCTURE INFO
#define MAX_NUM_ARGVS 50
// SYSTEM INFO
#define MAX_QPATH 96 // max length of a game pathname
#define MAX_OSPATH 260 // max length of a filesystem pathname
#define ON_EPSILON 0.1 // point on plane side epsilon
// Resource counts;
#define MAX_MODEL_INDEX_BITS 12 // sent as a short
#define MAX_MODELS (1<<MAX_MODEL_INDEX_BITS)
#define MAX_GENERIC_INDEX_BITS 9
#define MAX_GENERIC (1<<MAX_GENERIC_INDEX_BITS)
#define MAX_DECAL_INDEX_BITS 9
#define MAX_BASE_DECALS (1<<MAX_DECAL_INDEX_BITS)
#endif // QLIMITS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYSERIALIIZEABLE_H
#define REPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplayserializeable.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseReplaySerializeable : public IReplaySerializeable
{
public:
CBaseReplaySerializeable();
virtual void SetHandle( ReplayHandle_t h );
virtual ReplayHandle_t GetHandle() const;
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual const char *GetFilename() const;
virtual const char *GetFullFilename() const;
virtual const char *GetDebugName() const;
virtual void SetLocked( bool bLocked );
virtual bool IsLocked() const;
virtual void OnDelete();
virtual void OnUnload();
virtual void OnAddedToDirtyList();
private:
ReplayHandle_t m_hThis;
bool m_bLocked;
};
//----------------------------------------------------------------------------------------
#endif // REPLAYSERIALIIZEABLE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAY_H
#define ICLIENTREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define CLIENT_REPLAY_INTERFACE_VERSION "ClientReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class IReplayScreenshotSystem;
class IReplayPerformancePlaybackHandler;
class KeyValues;
class IReplayCamera;
class CReplayPerformance;
struct RenderMovieParams_t;
class IGameEvent;
//----------------------------------------------------------------------------------------
//
// Allows the replay and engine DLL's to talk to the client.
//
class IClientReplay : public IBaseInterface
{
public:
virtual uint64 GetServerSessionId() = 0;
virtual bool CacheReplayRagdolls( const char* pFilename, int nStartTick ) = 0; // Cache replay ragdolls
virtual IReplayScreenshotSystem *GetReplayScreenshotSystem() = 0; // Get the client's replay screenshot system
virtual IReplayPerformancePlaybackHandler *GetPerformancePlaybackHandler() = 0;
virtual IReplayCamera *GetReplayCamera() = 0;
virtual void DisplayReplayMessage( const char *pLocalizeStr, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void DisplayReplayMessage( const wchar_t *pText, bool bUrgent, bool bDlg, const char *pSound ) = 0;
virtual void InitPerformanceEditor( ReplayHandle_t hReplay ) = 0;
virtual void HidePerformanceEditor() = 0;
virtual bool ShouldRender() = 0;
virtual void PlaySound( const char *pSound ) = 0;
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
virtual bool ShouldCompletePendingReplay( IGameEvent *pEvent ) = 0;
virtual void OnSaveReplay( ReplayHandle_t hNewReplay, bool bShowInputDlg ) = 0;
virtual void OnDeleteReplay( ReplayHandle_t hReplay ) = 0; // Called before replay is actually removed from the replay manager
virtual void OnPlaybackComplete( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void OnRenderStart() = 0;
virtual void OnRenderComplete( const RenderMovieParams_t &RenderParams, bool bCancelled, bool bSuccess, bool bShowBrowser ) = 0;
virtual bool OnConfirmQuit() = 0;
virtual bool OnEndOfReplayReached() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYCONTEXT_H
#define ICLIENTREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_CLIENT "VENGINE_CLIENT_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
class IReplayManager;
class IReplayMovieManager;
class IReplayMovieRenderer;
class IReplayScreenshotManager;
class IReplayPerformanceManager;
class IReplayPerformanceController;
class IReplayRenderQueue;
//----------------------------------------------------------------------------------------
class IClientReplayContext : public IReplayContext
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0; // Shorthand to GetReplayManager()->GetReplay()
virtual IReplayManager *GetReplayManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayScreenshotManager *GetScreenshotManager() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
virtual IReplayPerformanceController *GetPerformanceController() = 0;
virtual IReplayRenderQueue *GetRenderQueue() = 0;
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual void OnSignonStateFull() = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance, bool bPlaySound ) = 0; // Play the given replay, from spawn tick to death tick
virtual bool ReconstructReplayIfNecessary( CReplay *pReplay ) = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void GetPlaybackTimes( float &flOutTime, float &flOutLength, const CReplay *pReplay, const CReplayPerformance *pPerformance ) = 0; // Calculate the current time and length of a replay or performance - takes in tick and out tick into account for performances - flCurTime should be gpGlobals->curtime. pPerformance can be NULL.
virtual uint64 GetServerSessionId( ReplayHandle_t hReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYCONTEXT_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ICLIENTREPLAYHISTORYMANAGER_H
#define ICLIENTREPLAYHISTORYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/replayhandle.h"
#include "replay/screenshot.h"
#include "interface.h"
#include "qlimits.h"
#include "convar.h"
#include "engine/http.h"
#include "tier1/utllinkedlist.h"
#include "tier1/checksum_crc.h"
#include <time.h>
//----------------------------------------------------------------------------------------
class IReplayDownloadGroup;
class IReplayDownloadGroupHelper;
class CDmxElement;
class KeyValues;
struct CaptureScreenshotParams_t;
struct RenderMovieParams_t;
class CBaseReplay;
class CReplay;
class IReplayMovieRenderer;
class IReplayMovieManager;
class IReplayMovie;
class IReplayPerformanceManager;
class IGameEvent;
//----------------------------------------------------------------------------------------
class IClientReplayHistoryManager : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual bool Commit( CBaseReplay *pNewReplay ) = 0;
virtual void Save() = 0; // Write the entire index and any replays/groups/movies that are marked as dirty
virtual void FlagReplayForFlush( CBaseReplay *pReplay, bool bForceImmediateWrite ) = 0; // Mark the given replay as dirty - flush to disk at the next opportunity (see CBaseReplayHistoryManager::FlushThink())
virtual void Nuke() = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual CBaseReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual const char *GetBaseDirectory() = 0; // Returns full directory to wherever replays.dmx lives, e.g. c:\program files (x86)\steam\steamapps\someuser\team fortress 2\game\tf\replays\client\ (or server\) - NOTE: includes trailing slash
virtual const char *GetReplaysSubDir() = 0; // Returns "client" or "server"
// For loop through all replays - indices should not be cached
virtual int GetReplayCount() const = 0;
// virtual CBaseReplay *GetReplayAtIndex( int nIndex ) = 0;
virtual const char *GetFullReplayPath() = 0; // Get c:\...\game\tf\replays\<client or server>\
// Client-specific
virtual int GetAdjustedDeathTick( CReplay *pReplay ) = 0;
virtual void FlagDownloadGroupForFlush( IReplayDownloadGroup *pGroup, bool bForceImmediate ) = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bForceImmediate ) = 0; // Flag the movie for flush - if pMovie is NULL, mark the index for flush
virtual void SetMovieRenderer( IReplayMovieRenderer *pRenderer ) = 0; // Set to be the panel that renders replay movies, or NULL when nothing is rendering
virtual bool ShouldGameRenderView() = 0; // Called from V_RenderView() to determine whether the game should render - used during movie rendering
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void UpdateCurrentReplayDataFromServer() = 0; // Updates start tick, current file url, demo filename
virtual void LinkReplayToDownloadGroup() = 0;
virtual void CaptureScreenshot( CaptureScreenshotParams_t &params ) = 0; // Schedules a screenshot capture at flDelay seconds in the future
virtual void DoCaptureScreenshot() = 0; // Takes the screenshot right now
virtual bool ShouldCaptureScreenshot() = 0; // Is screenshot scheduled to be taken right now?
virtual void GetUnpaddedScreenshotSize( int &nWidth, int &nHeight ) = 0; // Get the dimensions for a screenshot if we take one right now, based on replay_screenshotresolution and the current aspect ratio
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0; // Deletes all screenshots associated with the given replay
virtual void PlayReplay( ReplayHandle_t hReplay ) = 0; // Play the given replay, from spawn tick to death tick
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void CompleteRender( bool bSuccess ) = 0;
virtual void OnClientSideDisconnect() = 0; // Called when client disconnects
virtual void OnSignonStateFull() = 0;
virtual void OnPlayerSpawn() = 0; // Called on the client when player is spawned
virtual void OnPlayerClassChanged() = 0; // Called when the player's class changes - we use this instead of an event for immediacy
virtual void OnReplayRecordingCvarChanged() = 0; // Called (on client only) when replay_recording is set to 1
virtual void OnGroupDeleted() = 0;
virtual CReplay *GetPlayingReplay() = 0; // Get the currently playing replay, otherwise NULL if one isn't playing
virtual CReplay *GetReplayForCurrentLife() = 0; // Gets the current replay (constant from local player spawn until next spawn/disconnect/exit)
virtual bool IsRendering() = 0; // Are we currently rendering a movie?
virtual void CancelRender() = 0; // If we're currently rendering, cancel
virtual IReplayMovieManager *GetMovieManager() = 0;
virtual IReplayMovieRenderer *GetMovieRenderer() = 0;
virtual const RenderMovieParams_t *GetRenderSettings() = 0;
virtual IReplayDownloadGroupHelper *GetDownloadGroupHelper() = 0;
virtual IReplayPerformanceManager *GetPerformanceManager() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ICLIENTREPLAYHISTORYMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IENGINEREPLAY_H
#define IENGINEREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define ENGINE_REPLAY_INTERFACE_VERSION "EngineReplay001"
#if !defined( DEDICATED )
# define ENGINE_REPLAY_CLIENT_INTERFACE_VERSION "EngineClientReplay001"
#endif
//----------------------------------------------------------------------------------------
class IServer;
class INetChannel;
class IReplayServer;
class IClientEntityList;
class IClientReplay;
struct demoheader_t;
class CGlobalVarsBase;
class IDemoBuffer;
class CBaseRecordingSessionBlock;
//----------------------------------------------------------------------------------------
//
// Allows the replay, client & server DLL's to talk to the engine
//
class IEngineReplay : public IBaseInterface
{
public:
virtual bool IsSupportedModAndPlatform() = 0;
virtual float GetHostTime() = 0;
virtual int GetHostTickCount() = 0;
virtual int TimeToTicks( float flTime ) = 0;
virtual float TicksToTime( int nTick ) = 0;
virtual bool ReadDemoHeader( const char *pFilename, demoheader_t &header ) = 0;
virtual const char *GetGameDir() = 0;
virtual void Cbuf_AddText( const char *pCmd ) = 0;
virtual void Cbuf_Execute() = 0;
virtual void Host_Disconnect( bool bShowMainMenu ) = 0;
virtual void HostState_Shutdown() = 0;
virtual const char *GetModDir() = 0;
virtual bool CopyFile( const char *pSource, const char *pDest ) = 0;
virtual bool LZSS_Compress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool LZSS_Decompress( char *pDest, unsigned int *pDestLen, const char *pSource, unsigned int nSourceLen ) = 0;
virtual bool MD5_HashBuffer( unsigned char pDigest[16], const unsigned char *pBuffer, int nSize, unsigned int pSeed[4] ) = 0;
// Server-specific
virtual IReplayServer *GetReplayServer() = 0;
virtual IServer *GetReplayServerAsIServer() = 0;
virtual IServer *GetGameServer() = 0;
virtual bool GetSessionRecordBuffer( uint8 **ppSessionBuffer, int *pSize ) = 0;
virtual bool IsDedicated() = 0;
virtual void ResetReplayRecordBuffer() = 0;
virtual demoheader_t *GetReplayDemoHeader() = 0;
virtual void RecalculateTags() = 0;
virtual bool NET_GetHostnameAsIP( const char *pHostname, char *pOut, int nOutSize ) = 0;
};
//
// Allows the replay and client DLL's to talk to the engine
//
#if !defined( DEDICATED )
class IEngineClientReplay : public IBaseInterface
{
public:
virtual INetChannel *GetNetChannel() = 0;
virtual bool IsConnected() = 0;
virtual bool IsListenServer() = 0;
virtual float GetLastServerTickTime() = 0;
virtual const char *GetLevelName() = 0;
virtual const char *GetLevelNameShort() = 0;
virtual int GetPlayerSlot() = 0;
virtual bool IsPlayingReplayDemo() = 0;
virtual IClientEntityList *GetClientEntityList() = 0;
virtual IClientReplay *GetClientReplayInt() = 0;
virtual uint32 GetClientSteamID() = 0;
virtual void Con_NPrintf( int nPos, PRINTF_FORMAT_STRING const char *pFormat, ... ) = 0;
virtual CGlobalVarsBase *GetClientGlobalVars() = 0;
virtual void VGui_PlaySound( const char *pSound ) = 0;
virtual void EngineVGui_ConfirmQuit() = 0;
virtual int GetScreenWidth() = 0;
virtual int GetScreenHeight() = 0;
virtual bool IsDemoPlayingBack() = 0;
virtual bool IsGamePathValidAndSafeForDownload( const char *pGamePath ) = 0;
virtual bool IsInGame() = 0;
virtual void InitSoundRecord() = 0;
virtual void Wave_CreateTmpFile( const char *pFilename ) = 0;
virtual void Wave_AppendTmpFile( const char *pFilename, void *pBuffer, int nNumSamples ) = 0;
virtual void Wave_FixupTmpFile( const char *pFilename ) = 0;
};
#endif // !defined( DEDICATED )
//----------------------------------------------------------------------------------------
#endif // IENGINEREPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IQUERYABLEREPLAYITEM_H
#define IQUERYABLEREPLAYITEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "iqueryablereplayitem.h"
#include "replay/replayhandle.h"
#include "replay/replaytime.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
typedef int QueryableReplayItemHandle_t;
//----------------------------------------------------------------------------------------
abstract_class IQueryableReplayItem : public IBaseInterface
{
public:
virtual const CReplayTime &GetItemDate() const = 0;
virtual bool IsItemRendered() const = 0;
virtual CReplay *GetItemReplay() = 0;
virtual ReplayHandle_t GetItemReplayHandle() const = 0;
virtual QueryableReplayItemHandle_t GetItemHandle() const = 0; // Get the handle of this item
virtual const wchar_t *GetItemTitle() const = 0;
virtual void SetItemTitle( const wchar_t *pTitle ) = 0;
virtual float GetItemLength() const = 0;
virtual void *GetUserData() = 0;
virtual void SetUserData( void *pUserData ) = 0;
virtual bool IsItemAMovie() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IQUERYABLEREPLAYITEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSION_H
#define IRECORDINGSESSION_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSessionBlock;
class IRecordingSession : public IBaseInterface
{
public:
virtual void AddBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSION_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONBLOCKMANAGER_H
#define IRECORDINGSESSIONBLOCKMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionBlockManager : public IBaseInterface
{
public:
virtual CBaseRecordingSessionBlock *GetBlock( ReplayHandle_t hBlock ) = 0;
virtual void DeleteBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual void UnloadBlock( CBaseRecordingSessionBlock *pBlock ) = 0;
virtual const char *GetBlockPath() const = 0;
virtual void LoadBlockFromFileName( const char *pFilename, IRecordingSession *pSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSIONBLOCKMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IRECORDINGSESSIONMANAGER_H
#define IRECORDINGSESSIONMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class CBaseRecordingSession;
//----------------------------------------------------------------------------------------
class IRecordingSessionManager : public IBaseInterface
{
public:
virtual CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) = 0;
virtual const CBaseRecordingSession *FindSession( ReplayHandle_t hSession ) const = 0;
virtual void FlagSessionForFlush( CBaseRecordingSession *pSession, bool bForceImmediate ) = 0;
virtual int GetServerStartTickForSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IRECORDINGSESSIONMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYCAMERA_H
#define IREPLAYCAMERA_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayCamera : public IBaseInterface
{
public:
virtual void ClearOverrideView() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCAMERA_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYCONTEXT_H
#define IREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IRecordingSessionManager;
class IRecordingSessionBlockManager;
class IRecordingSession;
class IReplayErrorSystem;
//----------------------------------------------------------------------------------------
class IReplayContext : public IBaseInterface
{
public:
virtual bool Init( CreateInterfaceFn fnCreateFactory ) = 0;
virtual void Shutdown() = 0;
virtual void Think() = 0;
virtual bool IsInitialized() const = 0;
virtual const char *GetRelativeBaseDir() const = 0; // Returns path to wherever the index .dmx lives relative to the game path, e.g. "replay\client\"
virtual const char *GetBaseDir() const = 0; // Returns full directory to wherever the index .dmx lives, e.g. c:\program files (x86)\steam\steamapps\<username>\team fortress 2\tf\replays\<client|server>\ -- NOTE: includes trailing slash
virtual const char *GetReplaySubDir() const = 0; // Returns "client" or "server"
virtual IReplayErrorSystem *GetErrorSystem() = 0;
virtual IRecordingSessionManager *GetRecordingSessionManager() = 0;
virtual IRecordingSessionBlockManager *GetRecordingSessionBlockManager() = 0;
virtual IRecordingSession *GetRecordingSession( ReplayHandle_t hSession ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYCONTEXT_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYDEMOPLAYER_H
#define IREPLAYDEMOPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replay.h"
//----------------------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYDEMOPLAYER "ReplayDemoPlayer001"
//----------------------------------------------------------------------------------------
//
// Interface for replay demo player
//
class IReplayDemoPlayer : public IBaseInterface
{
public:
virtual void PlayReplay( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void PlayNextReplay() = 0;
virtual void ClearReplayList() = 0;
virtual void AddReplayToList( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual CReplay *GetCurrentReplay() = 0;
virtual CReplayPerformance *GetCurrentPerformance() = 0; // The playing replay, or NULL if playing the original replay
virtual void PauseReplay() = 0;
virtual bool IsReplayPaused() = 0;
virtual void ResumeReplay() = 0;
virtual void OnSignonStateFull() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYDEMOPLAYER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYERRORSYSYTEM_H
#define IREPLAYERRORSYSYTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Replay error system
//
class IReplayErrorSystem : public IBaseInterface
{
public:
virtual void AddErrorFromTokenName( const char *pToken ) = 0;
virtual void AddFormattedErrorFromTokenName( const char *pFormatToken, KeyValues *pFormatArgs ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYERRORSYSYTEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYFACTORY_H
#define IREPLAYFACTORY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
abstract_class IReplayFactory : public IBaseInterface
{
public:
virtual CReplay *Create() = 0;
};
#define INTERFACE_VERSION_REPLAY_FACTORY "IReplayFactory001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYFACTORY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMANAGER_H
#define IREPLAYMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
#include "utllinkedlist.h"
//----------------------------------------------------------------------------------------
class CReplay;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
class IReplayManager : public IBaseInterface
{
public:
virtual CReplay *GetReplay( ReplayHandle_t hReplay ) = 0;
virtual CReplay *GetPlayingReplay() = 0;
virtual CReplay *GetReplayForCurrentLife() = 0;
virtual void FlagReplayForFlush( CReplay *pReplay, bool bForceImmediate ) = 0;
virtual void DeleteReplay( ReplayHandle_t hReplay, bool bNotifyUI ) = 0;
virtual int GetReplayCount() const = 0;
virtual int GetUnrenderedReplayCount() = 0; // Get the number of unrendered replays
virtual void GetReplays( CUtlLinkedList< CReplay *, int > &lstReplays ) = 0;
virtual void GetReplaysAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstReplays ) = 0;
virtual float GetDownloadProgress( const CReplay *pReplay ) = 0;
virtual const char *GetReplaysDir() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIE_H
#define IREPLAYMOVIE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "iqueryablereplayitem.h"
#include "replay/rendermovieparams.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayMovie : public IQueryableReplayItem
{
public:
virtual ReplayHandle_t GetMovieHandle() const = 0;
virtual ReplayHandle_t GetReplayHandle() const = 0;
virtual const ReplayRenderSettings_t &GetRenderSettings() = 0;
virtual void GetFrameDimensions( int &nWidth, int &nHeight ) = 0;
virtual void SetIsRendered( bool bIsRendered ) = 0;
virtual void SetMovieFilename( const char *pFilename ) = 0;
virtual const char *GetMovieFilename() const = 0;
virtual void SetMovieTitle( const wchar_t *pTitle ) = 0;
virtual void SetRenderTime( float flRenderTime ) = 0;
virtual float GetRenderTime() const = 0;
virtual void CaptureRecordTime() = 0;
virtual void SetLength( float flLength ) = 0;
virtual bool IsUploaded() const = 0;
virtual void SetUploaded( bool bUploaded ) = 0;
virtual void SetUploadURL( const char *pURL ) = 0;
virtual const char *GetUploadURL() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIEMANAGER_H
#define IREPLAYMOVIEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "utlstring.h"
#include "utllinkedlist.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class IReplayMovie;
class CReplay;
struct RenderMovieParams_t;
class IQueryableReplayItem;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieManager : public IBaseInterface
{
public:
virtual int GetMovieCount() = 0;
virtual void GetMovieList( CUtlLinkedList< IReplayMovie * > &list ) = 0; // Fills the list with all movies
virtual IReplayMovie *GetMovie( ReplayHandle_t hMovie ) = 0;
virtual IReplayMovie *CreateAndAddMovie( ReplayHandle_t hReplay ) = 0; // Creates and adds a movie based on the given replay
virtual void DeleteMovie( ReplayHandle_t hMovie ) = 0; // Delete a movie
virtual int GetNumMoviesDependentOnReplay( const CReplay *pReplay ) = 0; // Get the number of movies that depend on the given replay
virtual void GetCachedMovieTitleAndClear( wchar_t *pOut, int nOutBufLength ) = 0; // TODO: This is a hack - fix this
virtual void SetPendingMovie( IReplayMovie *pMovie ) = 0;
virtual IReplayMovie *GetPendingMovie() = 0;
virtual void FlagMovieForFlush( IReplayMovie *pMovie, bool bImmediate ) = 0;
virtual void GetMoviesAsQueryableItems( CUtlLinkedList< IQueryableReplayItem *, int > &lstMovies ) = 0;
virtual const char *GetRenderDir() const = 0;
virtual const char *GetRawExportDir() const = 0;
// TODO: Is this the best place for code that actually manages rendering?
virtual bool IsRendering() const = 0;
virtual bool RenderingCancelled() const = 0;
virtual void RenderMovie( RenderMovieParams_t const& params ) = 0; // Renders the given replay - or if params.hReplay is -1, render all unrendered replays
virtual void RenderNextMovie() = 0;
virtual void CompleteRender( bool bSuccess, bool bShowBrowser ) = 0;
virtual void CancelRender() = 0;
virtual void ClearRenderCancelledFlag() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIEMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYMOVIERENDERER_H
#define IREPLAYMOVIERENDERER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IReplayMovie;
struct RenderMovieParams_t;
//----------------------------------------------------------------------------------------
abstract_class IReplayMovieRenderer : public IBaseInterface
{
public:
virtual bool SetupRenderer( RenderMovieParams_t &params, IReplayMovie *pMovie ) = 0;
virtual void ShutdownRenderer() = 0;
virtual void RenderVideo() = 0;
virtual void RenderAudio( unsigned char *pBuffer, int nSize, int nNumSamples ) = 0;
virtual void SetAudioSyncFrame( bool isSync = false ) = 0;
virtual bool IsAudioSyncFrame() = 0;
virtual float GetRecordingFrameDuration() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYMOVIERENDERER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCECONTROLLER_H
#define IREPLAYPERFORMANCECONTROLLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "tier1/strtools.h"
//----------------------------------------------------------------------------------------
class IReplayPerformanceEditor;
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
// These values are what we use to represent
struct SetViewParams_t
{
SetViewParams_t() { V_memset( this, 0, sizeof( SetViewParams_t ) ); }
SetViewParams_t( float flTime, Vector *pOrigin, QAngle *pAngles, float flFov, float flAccel,
float flSpeed, float flRotFilter )
: m_flTime( flTime ),
m_pOrigin( pOrigin ),
m_pAngles( pAngles ),
m_flFov( flFov ),
m_flAccel( flAccel ),
m_flSpeed( flSpeed ),
m_flRotationFilter( flRotFilter )
{
}
float m_flTime;
Vector *m_pOrigin;
QAngle *m_pAngles;
float m_flFov;
// Right now only used for updating UI during playback:
float m_flAccel;
float m_flSpeed;
float m_flRotationFilter;
};
//----------------------------------------------------------------------------------------
class IReplayPerformanceController : public IBaseInterface
{
public:
virtual void SetEditor( IReplayPerformanceEditor *pEditor ) = 0;
virtual bool IsPlaybackDataLeft() = 0;
virtual void StartRecording( CReplay *pReplay, bool bSnip ) = 0;
virtual void NotifyRewinding() = 0;
virtual void Stop() = 0;
virtual bool SaveAsync() = 0;
virtual bool SaveAsAsync( const wchar *pTitle ) = 0;
virtual bool IsSaving() const = 0;
virtual void SaveThink() = 0;
virtual bool GetLastSaveStatus() const = 0;
virtual bool IsRecording() const = 0;
virtual bool IsPlaying() const = 0;
virtual bool IsDirty() const = 0;
virtual void NotifyDirty() = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual CReplayPerformance *GetSavedPerformance() = 0;
virtual bool HasSavedPerformance() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual void ClearRewinding() = 0;
virtual void OnSignonStateFull() = 0;
virtual float GetPlaybackTimeScale() const = 0;
//
// Recorder-specific:
//
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void AddEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCECONTROLLER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEEDITOR_H
#define IREPLAYPERFORMANCEEDITOR_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
//----------------------------------------------------------------------------------------
//
// Interface to allow the replay DLL to talk to the actual UI.
//
class IReplayPerformanceEditor : public IBaseInterface
{
public:
virtual CReplay *GetReplay() = 0;
virtual void OnRewindComplete() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEEDITOR_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEMANAGER_H
#define IREPLAYPERFORMANCEMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplayPerformance;
class CReplay;
//----------------------------------------------------------------------------------------
class IReplayPerformanceManager : public IBaseInterface
{
public:
virtual CReplayPerformance *CreatePerformance( CReplay *pReplay ) = 0;
virtual void DeletePerformance( CReplayPerformance *pPerformance ) = 0;
virtual const char *GetRelativePath() const = 0;
virtual const char *GetFullPath() const = 0;
virtual const char *GeneratePerformanceFilename( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#define IREPLAYPERFORMANCEPLAYBACKHANDLER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/ireplayperformancecontroller.h"
//----------------------------------------------------------------------------------------
class Vector;
class QAngle;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlaybackHandler : public IBaseInterface
{
public:
virtual void OnEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void OnEvent_Camera_Change_Free( float flTime ) = 0;
virtual void OnEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void OnEvent_Camera_SetView( const SetViewParams_t &params ) = 0;
virtual void OnEvent_TimeScale( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYBACKHANDLER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCEPLAYER_H
#define IREPLAYPERFORMANCEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformancePlayer : public IBaseInterface
{
public:
virtual void BeginPerformancePlay( CReplayPerformance *pPerformance ) = 0;
virtual void EndPerformancePlay() = 0;
virtual bool IsPlaying() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCEPLAYER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYPERFORMANCERECORDER_H
#define IREPLAYPERFORMANCERECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
class Vector;
class QAngle;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class IReplayPerformanceRecorder : public IBaseInterface
{
public:
virtual void BeginPerformanceRecord( CReplay *pReplay ) = 0;
virtual void EndPerformanceRecord() = 0;
virtual void NotifyPauseState( bool bPaused ) = 0;
virtual CReplayPerformance *GetPerformance() = 0;
virtual bool IsRecording() const = 0;
virtual void SnipAtTime( float flTime ) = 0;
virtual void NotifySkipping() = 0;
virtual void ClearSkipping() = 0;
virtual void AddEvent_Camera_Change_FirstPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_ThirdPerson( float flTime, int nEntityIndex ) = 0;
virtual void AddEvent_Camera_Change_Free( float flTime ) = 0;
virtual void AddEvent_Camera_ChangePlayer( float flTime, int nEntIndex ) = 0;
virtual void AddEvent_Camera_SetView( float flTime, const Vector& origin, const QAngle &angles, float fov ) = 0;
virtual void AddEvent_Slowmo( float flTime, float flScale ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPERFORMANCERECORDER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef IREPLAYPLAYERCACHE_H
#define IREPLAYPLAYERCACHE_H
#ifdef _WIN32
#pragma once
#endif
#include "interface.h"
//----------------------------------------------------------------------------------------
#define REPLAYPLAYERCACHE_INTERFACE_VERSION "VENGINE_REPLAY_PLAYER_CACHE_001"
//----------------------------------------------------------------------------------------
abstract_class IReplayPlayerCache : public IBaseInterface
{
public:
virtual bool Init() = 0;
virtual void Shutdown() = 0;
virtual void SetupPlayer( int nEntIndex ) = 0;
virtual void DeletePlayerEntry( int nEntIndex ) = 0;
virtual bool PlayerHasCacheEntry( int nEntIndex ) = 0;
virtual void SetPlayerClass( int nEntIndex, const char *pPlayerClass ) = 0;
virtual void SetPlayerSpawnTick( int nEntIndex, int nTick ) = 0;
virtual void SetPlayerDeathTick( int nEntIndex, int nTick ) = 0;
virtual const char *GetPlayerClass( int nEntIndex ) = 0;
virtual int GetPlayerSpawnTick( int nEntIndex ) = 0;
virtual int GetPlayerDeathTick( int nEntIndex ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYPLAYERCACHE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYRENDERQUEUE_H
#define IREPLAYRENDERQUEUE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
abstract_class IReplayRenderQueue : IBaseInterface
{
public:
virtual void Add( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Remove( ReplayHandle_t hReplay, int iPerformance ) = 0;
virtual void Clear() = 0;
virtual int GetCount() const = 0;
virtual bool GetEntryData( int iIndex, ReplayHandle_t *pHandleOut, int *pPerformanceOut ) const = 0;
virtual bool IsInQueue( ReplayHandle_t hReplay, int iPerformance ) const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYRENDERQUEUE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTMANAGER_H
#define IREPLAYSCREENSHOTMANAGER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class CReplay;
struct CaptureScreenshotParams_t;
//----------------------------------------------------------------------------------------
class IReplayScreenshotManager : public IBaseInterface
{
public:
virtual void CaptureScreenshot( CaptureScreenshotParams_t& params ) = 0;
virtual void GetUnpaddedScreenshotSize( int &nOutWidth, int &nOutHeight ) = 0;
virtual void DeleteScreenshotsForReplay( CReplay *pReplay ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSCREENSHOTMANAGER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSCREENSHOTSYSTEM_H
#define IREPLAYSCREENSHOTSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
struct WriteReplayScreenshotParams_t;
//----------------------------------------------------------------------------------------
//
// Implementation lives in the client - allows replay to tell the client to grab a
// screenshot or update the cache.
//
class IReplayScreenshotSystem : public IBaseInterface
{
public:
virtual void WriteReplayScreenshot( WriteReplayScreenshotParams_t &params ) = 0;
virtual void UpdateReplayScreenshotCache() = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSCREENSHOTSYSTEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSERIALIIZEABLE_H
#define IREPLAYSERIALIIZEABLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
#include "replay/replayhandle.h"
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
class IReplaySerializeable : public IBaseInterface
{
public:
virtual void SetHandle( ReplayHandle_t h ) = 0;
virtual ReplayHandle_t GetHandle() const = 0;
virtual bool Read( KeyValues *pIn ) = 0;
virtual void Write( KeyValues *pOut ) = 0;
virtual const char *GetSubKeyTitle() const = 0;
virtual const char *GetFilename() const = 0;
virtual const char *GetPath() const = 0;
virtual const char *GetFullFilename() const = 0;
virtual void SetLocked( bool bLocked ) = 0;
virtual bool IsLocked() const = 0;
virtual void OnDelete() = 0;
virtual void OnUnload() = 0;
virtual const char *GetDebugName() const = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSERIALIIZEABLE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef IREPLAYSERVER_H
#define IREPLAYSERVER_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
#include "interface.h"
//-----------------------------------------------------------------------------
class IServer;
class IReplayDirector;
class IGameEvent;
struct netadr_s;
class CServerReplay;
//-----------------------------------------------------------------------------
// Interface the Replay module exposes to the engine
//-----------------------------------------------------------------------------
#define INTERFACEVERSION_REPLAYSERVER "ReplayServer001"
class IReplayServer : public IBaseInterface
{
public:
virtual ~IReplayServer() {}
virtual IServer *GetBaseServer() = 0; // get Replay base server interface
virtual IReplayDirector *GetDirector() = 0; // get director interface
virtual int GetReplaySlot() = 0; // return entity index-1 of Replay in game
virtual float GetOnlineTime() = 0; // seconds since broadcast started
virtual void BroadcastEvent(IGameEvent *event) = 0; // send a director command to all specs
virtual bool IsRecording() = 0;
virtual void StartRecording() = 0;
virtual void StopRecording() = 0;
};
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSESSIONRECORDER_H
#define IREPLAYSESSIONRECORDER_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplaySessionRecorder : public IBaseInterface
{
public:
virtual void StartRecording() = 0;
virtual void StopRecording( bool bAborting ) = 0;
virtual void SetCurrentRecordingStartTick( int nStartTick ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // IREPLAYSESSIONRECORDER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef IREPLAYSYSTEM_H
#define IREPLAYSYSTEM_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "appframework/IAppSystem.h"
//----------------------------------------------------------------------------------------
class IClientReplayContext;
class IServerReplayContext;
class IGameEvent;
//----------------------------------------------------------------------------------------
abstract_class IReplaySystem : public IAppSystem
{
public:
// IAppSystem:
virtual bool Connect( CreateInterfaceFn fnFactory ) = 0;
virtual void Disconnect() = 0;
virtual InitReturnVal_t Init() = 0;
virtual void Shutdown() = 0;
// To be called client- & server-side
virtual void Think() = 0;
virtual bool IsReplayEnabled() = 0;
virtual bool IsRecording() = 0;
// To be called client-side only - on dedicated servers, only subs defined
virtual bool CL_Init( CreateInterfaceFn fnClientFactory ) = 0;
virtual void CL_Shutdown() = 0;
virtual void CL_Render() = 0;
virtual IClientReplayContext *CL_GetContext() = 0;
// To be called server-side only
virtual bool SV_Init( CreateInterfaceFn fnFactory ) = 0;
virtual void SV_Shutdown() = 0;
virtual void SV_EndRecordingSession( bool bForceSynchronousPublish = false ) = 0;
virtual void SV_SendReplayEvent( const char *pEventName, int nClientSlot ) = 0;
virtual void SV_SendReplayEvent( IGameEvent *pEvent, int nClientSlot ) = 0;
virtual bool SV_ShouldBeginRecording( bool bIsInWaitingForPlayers ) = 0;
virtual void SV_NotifyReplayRequested() = 0;
virtual IServerReplayContext *SV_GetContext() = 0;
};
//----------------------------------------------------------------------------------------
#define REPLAY_INTERFACE_VERSION "ReplaySystem001"
//----------------------------------------------------------------------------------------
#endif // IREPLAYSYSTEM_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERENGINE_H
#define ISERVERENGINE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
class IReplayServerEngine : public IBaseInterface
{
public:
virtual void EndReplayRecordingSession() = 0;
virtual bool IsReplayRecording() = 0;
virtual bool IsReplay() = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERENGINE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAY_H
#define ISERVERREPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "interface.h"
//----------------------------------------------------------------------------------------
#define SERVER_REPLAY_INTERFACE_VERSION "ServerReplay001"
//----------------------------------------------------------------------------------------
class IReplayFactory;
class KeyValues;
//----------------------------------------------------------------------------------------
//
// Allows the replay DLL to talk to the server
//
class IServerReplay : public IBaseInterface
{
public:
virtual void UploadOgsData( KeyValues *pData, bool bIncludeTimeField ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERREPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef ISERVERREPLAYCONTEXT_H
#define ISERVERREPLAYCONTEXT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/ireplaycontext.h"
//----------------------------------------------------------------------------------------
class IGameEvent;
class IReplaySessionRecorder;
//----------------------------------------------------------------------------------------
#define REPLAYHISTORYMANAGER_INTERFACE_VERSION_SERVER "VENGINE_SERVER_REPLAY_HISTORY_MANAGER_001"
//----------------------------------------------------------------------------------------
class IServerReplayContext : public IReplayContext
{
public:
virtual void FlagForConVarSanityCheck() = 0; // Checks replay_enable / replay_local_fileserver_path / replay_downloadurlport / replay_downloadurlpath
virtual IGameEvent *CreateReplaySessionInfoEvent() = 0; // Create "replay_sessioninfo" event w/ appropriate fields filled in
virtual IReplaySessionRecorder *GetSessionRecorder() = 0;
virtual const char *GetLocalFileServerPath() const = 0; // Returns the local path where session blocks and such should be published for download
virtual void CreateSessionOnClient( int nClientSlot ) = 0;
};
//----------------------------------------------------------------------------------------
#endif // ISERVERREPLAYCONTEXT_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYPERFORMANCE_H
#define REPLAYPERFORMANCE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "shared_defs.h"
#include "qlimits.h"
//----------------------------------------------------------------------------------------
class CReplay;
class KeyValues;
//----------------------------------------------------------------------------------------
class CReplayPerformance
{
public:
CReplayPerformance( CReplay *pReplay );
inline bool HasInTick() const { return m_nTickIn >= 0; }
inline bool HasOutTick() const { return m_nTickOut >= 0; }
inline int GetTickIn() const { return m_nTickIn; }
inline int GetTickOut() const { return m_nTickOut; }
void Copy( const CReplayPerformance *pSrc );
void CopyTicks( const CReplayPerformance *pSrc );
void SetFilename( const char *pFilename );
const char *GetFullPerformanceFilename();
void AutoNameIfHasNoTitle( const char *pMapName );
void SetTitle( const wchar_t *pTitle );
// NOTE: Doesn't copy exactly - gets a valid filename for the returned performance.
CReplayPerformance *MakeCopy() const;
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// NOTE: Any changes made here should be reflected in the copy constructor
// (which is called from MakeCopy()).
wchar_t m_wszTitle[MAX_TAKE_TITLE_LENGTH];
char m_szBaseFilename[ MAX_OSPATH ];
CReplay *m_pReplay;
int m_nTickIn;
int m_nTickOut;
private:
CReplayPerformance( const CReplayPerformance *pPerformance );
};
//----------------------------------------------------------------------------------------
#endif // REPLAYPERFORMANCE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef RENDERMOVIEPARAMS_H
#define RENDERMOVIEPARAMS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "tier1/utlstring.h"
#include "tier1/strtools.h"
#include "replay/replayhandle.h"
#include "replay/shared_defs.h"
#include "video/ivideoservices.h"
//----------------------------------------------------------------------------------------
typedef unsigned int MovieHandle_t;
struct RenderMovieParams_t
{
inline RenderMovieParams_t() : m_iPerformance( -1 ) { V_memset( this, 0, sizeof( RenderMovieParams_t ) ); m_Settings.m_FPS.SetFPS( 0, false ); }
ReplayHandle_t m_hReplay;
int m_iPerformance; // -1 for default view, otherwise this is an index into the replay's m_vecPerformances vector.
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
char m_szVideoPreset[64];
char m_szExtension[16]; // File extension
bool m_bQuitWhenFinished;
bool m_bExportRaw; // Export movie as raw TGA frames and a .WAV
float m_flEngineFps;
struct ReplayRenderSettings_t
{
uint16 m_nWidth;
uint16 m_nHeight;
int8 m_nMotionBlurQuality; // [0,MAX_MOTION_BLUR_QUALITY]
VideoFrameRate_t m_FPS; // Actual framerate can be calculated with m_FPS.GetFps()
VideoEncodeCodec_t m_Codec;
bool m_bMotionBlurEnabled; // Motion blur enabled?
bool m_bAAEnabled; // Antialiasing enabled?
int8 m_nEncodingQuality; // [0,100]
bool m_bRaw; // This movie was exported as raw TGA frames and a .WAV file?
}
m_Settings;
};
typedef RenderMovieParams_t::ReplayRenderSettings_t ReplayRenderSettings_t;
//----------------------------------------------------------------------------------------
#define MAX_DOF_QUALITY 2
#define MAX_MOTION_BLUR_QUALITY 3
#define SUBPIXEL_JITTER_SAMPLES 16
#define CHEAP_DOF_SAMPLES 4
//----------------------------------------------------------------------------------------
#endif // RENDERMOVIEPARAMS_H

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common/replay/replay.h Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAY_H
#define REPLAY_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/iqueryablereplayitem.h"
#include "replay/replaytime.h"
#include "replay/basereplayserializeable.h"
#include "qlimits.h"
#include "utlstring.h"
#include "utlvector.h"
#include "replay/shared_defs.h"
//----------------------------------------------------------------------------------------
class IReplayDownloadEventHandler;
class CReplayScreenshot;
class CReplayPerformance;
//----------------------------------------------------------------------------------------
class CReplay : public CBaseReplaySerializeable,
public IQueryableReplayItem
{
typedef CBaseReplaySerializeable BaseClass;
public:
enum ReplayStatus_t
{
REPLAYSTATUS_INVALID,
REPLAYSTATUS_ERROR,
REPLAYSTATUS_DOWNLOADPHASE, // Multiple sub-states during download state
REPLAYSTATUS_READYTOCONVERT, // Download is complete, ready to convert
REPLAYSTATUS_RENDERING, // Currently rendering the file
REPLAYSTATUS_RENDERED,
REPLAYSTATUS_MAX
};
CReplay();
virtual ~CReplay() {}
//
// IReplaySerializeable
//
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
virtual void OnDelete();
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual void DumpGameSpecificData() const {}
virtual void Update() {}
// Hooks to allow replays to setup event listeners, etc.
virtual void OnBeginRecording() {}
virtual void OnEndRecording() {}
// Called when a replay is "completed"
virtual void OnComplete();
// Should we allow this replay to be deleted?
virtual bool ShouldAllowDelete() const { return true; }
void AutoNameTitleIfEmpty();
void AddScreenshot( int nWidth, int nHeight, const char *pBaseFilename );
bool HasReconstructedReplay() const;
bool IsSignificantBlock( int iBlockReconstruction ) const; // Does this replay care about the given block?
CReplayPerformance *AddNewPerformance( bool bGenTitle = true, bool bGenFilename = true );
void AddPerformance( KeyValues *pIn );
void AddPerformance( CReplayPerformance *pPerformance );
// Accessors:
inline int GetScreenshotCount() const { return m_vecScreenshots.Count(); }
inline const CReplayScreenshot *GetScreenshot( int i ) const { return m_vecScreenshots[ i ]; }
bool IsDownloaded() const;
inline int GetPerformanceCount() const { return m_vecPerformances.Count(); }
CReplayPerformance *GetPerformance( int i );
const CReplayPerformance *GetPerformance( int i ) const;
inline bool HasPerformance( CReplayPerformance *pPerformance ) { return m_vecPerformances.Find( pPerformance ) != m_vecPerformances.InvalidIndex(); }
bool FindPerformance( CReplayPerformance *pPerformance, int &iResult );
CReplayPerformance *GetPerformanceWithTitle( const wchar_t *pTitle );
inline const char *GetMapName() const { return m_szMapName; }
inline int GetSpawnTick() const { return m_nSpawnTick; }
inline int GetDeathTick() const { return m_nDeathTick; }
// IQueryableReplayItem implementation:
virtual const CReplayTime &GetItemDate() const;
virtual bool IsItemRendered() const;
virtual CReplay *GetItemReplay();
virtual ReplayHandle_t GetItemReplayHandle() const;
virtual QueryableReplayItemHandle_t GetItemHandle() const;
virtual const wchar_t *GetItemTitle() const;
virtual void SetItemTitle( const wchar_t *pTitle );
virtual float GetItemLength() const;
virtual void *GetUserData();
virtual void SetUserData( void* pUserData );
virtual bool IsItemAMovie() const;
// Non-persistent data
mutable IReplayDownloadEventHandler *m_pDownloadEventHandler; // Implemented by replay browser - the reason we've got one per replay rather than
// one per download group is because the browser needs to receive events per-thumbnail
bool m_bSaved; // True as soon as the replay is saved to disk for the first time
bool m_bRequestedByUser; // Did the user request to save this replay?
bool m_bComplete; // Indicates whether the replay is done recording - this should be false
// until the player dies, the round ends, or the level changes
void *m_pUserData;
float m_flNextUpdateTime;
bool m_bDirty;
// Persistent data
ReplayHandle_t m_hSession; // The recording session in which this replay was recorded
char m_szMapName[MAX_OSPATH];
ReplayStatus_t m_nStatus;
const char* m_pFileURL; // In the form <protocol>://<server address>:<port number>/path/file - points to the string in the download group
wchar_t m_wszTitle[MAX_REPLAY_TITLE_LENGTH];
CUtlString m_strKilledBy; // Name of player who killed, if any
int m_nDeathTime;
int m_nSpawnTick;
int m_nDeathTick;
float m_flLength; // The length of the entire replay, including the post-death time, in seconds
bool m_bRendered; // Has the replay been rendered yet?
int m_nPlayerSlot; // Player slot (+1), used to determine which player recorded the demo during playback
int m_nPostDeathRecordTime; // replay_postdeathrecordtime at the time of record
CUtlVector< CReplayScreenshot * > m_vecScreenshots;
CUtlVector< CReplayPerformance * > m_vecPerformances;
int m_iMaxSessionBlockRequired; // The maximum session block required to reconstruct a viewable .dem file from spawn tick until length
CReplayTime m_RecordTime; // Contains time/date when spawn tick was recorded
float m_flStartTime; // Start time (uses engine's host_time)
CUtlString m_strReconstructedFilename;
bool m_bSavedDuringThisSession;
};
//----------------------------------------------------------------------------------------
#endif // REPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYHANDLE_H
#define REPLAYHANDLE_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
typedef uint32 ReplayHandle_t;
//----------------------------------------------------------------------------------------
#define REPLAY_HANDLE_INVALID ( (ReplayHandle_t)-1 )
//----------------------------------------------------------------------------------------
#endif // REPLAYHANDLE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYLIB_H
#define REPLAYLIB_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class IClientReplayContext;
//----------------------------------------------------------------------------------------
bool ReplayLib_Init( const char *pGameDir, IClientReplayContext *pClientReplayContext );
//----------------------------------------------------------------------------------------
#endif // REPLAYLIB_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef REPLAYTIME_H
#define REPLAYTIME_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
class KeyValues;
//----------------------------------------------------------------------------------------
#include "vgui/ILocalize.h"
//----------------------------------------------------------------------------------------
class CReplayTime
{
public:
CReplayTime();
void InitDateAndTimeToNow();
void Read( KeyValues *pIn );
void Write( KeyValues *pOut );
// Modifiers:
void SetDate( int nDay, int nMonth, int nYear );
void SetTime( int nHour, int nMin, int nSec );
inline void SetRawDate( int nRawDate ) { m_fDate = nRawDate; }
inline void SetRawTime( int nRawTime ) { m_fTime = nRawTime; }
// Accessors:
void GetTime( int &nHour, int &nMin, int &nSec ) const;
void GetDate( int &nDay, int &nMonth, int &nYear ) const;
static const char *FormatTimeString( int nSecs );
static const char *FormatPreciseTimeString( float flSecs );
static const wchar_t *GetLocalizedMonth( vgui::ILocalize *pLocalize, int nMonth );
static const wchar_t *GetLocalizedDay( vgui::ILocalize *pLocalize, int nDay );
static const wchar_t *GetLocalizedYear( vgui::ILocalize *pLocalize, int nYear );
static const wchar_t *GetLocalizedTime( vgui::ILocalize *pLocalize, int nHour, int nMin, int nSec );
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, int nDay, int nMonth, int nYear,
int *pHour = NULL, int *pMin = NULL, int *pSec = NULL, bool bForceFullFormat = false ); // bForceFullFormat true will keep from returning "today" or "yesterday"
static const wchar_t *GetLocalizedDate( vgui::ILocalize *pLocalize, const CReplayTime &t, bool bForceFullFormat = false );
int m_fDate; // Representation of a date (bitfield)
int m_fTime; // Representation of time (bitfield)
};
//----------------------------------------------------------------------------------------
#endif // REPLAYTIME_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//----------------------------------------------------------------------------------------
#ifndef REPLAYUTILS_H
#define REPLAYUTILS_H
#ifdef _WIN32
#pragma once
#endif
#include "utlstring.h"
void Replay_GetFirstAvailableFilename( char *pDst, int nDstLen, const char *pIdealFilename, const char *pExt,
const char *pFilePath, int nStartIndex );
void Replay_ConstructReplayFilenameString( CUtlString &strOut, const char *pReplaySubDir, const char *pFilename, const char *pGameDir );
//----------------------------------------------------------------------------------------
// Util function, copied from src/engine/common.cpp
//----------------------------------------------------------------------------------------
char *Replay_va( PRINTF_FORMAT_STRING const char *format, ... );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetBaseDir();
//----------------------------------------------------------------------------------------
// Set the game directory (only to be called from ReplayLib_Init())
//----------------------------------------------------------------------------------------
void Replay_SetGameDir( const char *pGameDir );
//----------------------------------------------------------------------------------------
// Return the base dir, e.g. "c:\...\game\tf\replays\"
//----------------------------------------------------------------------------------------
const char *Replay_GetGameDir();
//----------------------------------------------------------------------------------------
// Get a name of the format "<map>: <current date & time>" - used for replays and takes.
//----------------------------------------------------------------------------------------
void Replay_GetAutoName( OUT_Z_BYTECAP(nDestSizeInBytes) wchar_t *pDest, int nDestSizeInBytes, const char *pMapName );
#endif // REPLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SCREENSHOT_H
#define SCREENSHOT_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "replay/basereplayserializeable.h"
#include "mathlib/vector.h"
#include "qlimits.h"
#include "strtools.h"
//----------------------------------------------------------------------------------------
#define SUBDIR_SCREENSHOTS "screenshots"
//----------------------------------------------------------------------------------------
class CReplayScreenshot : public CBaseReplaySerializeable
{
public:
inline CReplayScreenshot( int nWidth = 0, int nHeight = 0, const char *pBaseFilename = NULL )
: m_nWidth( nWidth ), m_nHeight( nHeight )
{
if ( pBaseFilename )
{
V_strncpy( m_szBaseFilename, pBaseFilename, sizeof( m_szBaseFilename ) );
}
}
virtual bool Read( KeyValues *pIn );
virtual void Write( KeyValues *pOut );
virtual const char *GetSubKeyTitle() const;
virtual const char *GetPath() const;
int m_nWidth; // Screenshot width (does not include power-of-2 padding)
int m_nHeight; // Screenshot height (does not include power-of-2 padding)
char m_szBaseFilename[ MAX_OSPATH ];
};
//----------------------------------------------------------------------------------------
struct CaptureScreenshotParams_t // To be passed from the client into IReplayHistoryManager::CaptureScreenshot()
{
float m_flDelay; // Delay from now (in seconds) when we will take the screenshot
int m_nEntity; // Should be 0 if no camera adjustment is needed, otherwise should be the index of the entity index from which m_posCamera will be based
Vector m_posCamera; // Local position, relative to entity's index (if m_nEntity > 0) for camera position
QAngle m_angCamera; // World angles of camera - used if m_bUseCameraAngles is true
bool m_bUseCameraAngles; // Should we use m_angCamera - m_nEntity can't be 0
bool m_bIgnoreMinTimeBetweenScreenshots; // Force screenshot, regardless of replay_mintimebetweenscreenshots?
bool m_bPrimary; // Only set to true for the primary screenshot, which is taken when the user saves their replay
};
//----------------------------------------------------------------------------------------
struct WriteReplayScreenshotParams_t // Passed from the engine into the client to take a screenshot
{
const char *m_pFilename;
int m_nWidth;
int m_nHeight;
Vector *m_pOrigin; // Perspective origin from which to render. Can be NULL
QAngle *m_pAngles; // Perspective angles from which to render. Can be NULL
};
//----------------------------------------------------------------------------------------
#endif // SCREENSHOT_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=======================================================================================//
#ifndef SHARED_DEFS_H
#define SHARED_DEFS_H
#ifdef _WIN32
#pragma once
#endif
//----------------------------------------------------------------------------------------
#include "platform.h"
//----------------------------------------------------------------------------------------
#define SUBDIR_REPLAY "replay"
#define SUBDIR_REPLAYS "replays"
#define SUBDIR_SESSIONS "sessions"
#define SUBDIR_BLOCKS "blocks"
#define SUBDIR_CLIENT "client"
#define SUBDIR_MOVIES "movies"
#define SUBDIR_PERFORMANCES "edits"
#define SUBDIR_SERVER "server"
#define SUBDIR_RENDERED "rendered"
#define SUBDIR_TMP "tmp"
//----------------------------------------------------------------------------------------
#define BLOCK_FILE_EXTENSION "block"
#define GENERIC_FILE_EXTENSION "dmx"
#define DEMO_FILE_EXTENSION "dem"
//----------------------------------------------------------------------------------------
#define MOVIE_HANDLE_BASE 10000 // 10,000
//----------------------------------------------------------------------------------------
#define BUILD_CURL ( defined( WIN32 ) && !defined( _X360 ) ) || defined( POSIX )
//----------------------------------------------------------------------------------------
#define MIN_SERVER_DUMP_INTERVAL 10
#define MAX_SERVER_DUMP_INTERVAL 30
#define DOWNLOAD_TIMEOUT_THRESHOLD 90 // Timeout for a replay download - if no blocks
// are added or updated after this many seconds,
// the replay will be put in the error state.
//----------------------------------------------------------------------------------------
#define MAX_TIMES_TO_SHOW_REPLAY_WELCOME_DLG 1
//----------------------------------------------------------------------------------------
#define MAX_SESSIONNAME_LENGTH 260
#define MAX_REPLAY_TITLE_LENGTH 256
#define MAX_TAKE_TITLE_LENGTH 256
//----------------------------------------------------------------------------------------
#define DEFAULT_COMPRESSOR_TYPE COMPRESSORTYPE_BZ2
//----------------------------------------------------------------------------------------
#define JOB_FAILED ( (JobStatus_t) -1 )
#define DOWNLOAD_MAX_SIZE ( 8 * 1024 * 1024 ) // 8 MB
//----------------------------------------------------------------------------------------
#endif // SHARED_DEFS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: StudioMDL byteswapping functions.
//
// $NoKeywords: $
//=============================================================================
#ifndef STUDIOBYTESWAP_H
#define STUDIOBYTESWAP_H
#if defined(_WIN32)
#pragma once
#endif
#include "byteswap.h"
struct studiohdr_t;
class IPhysicsCollision;
namespace StudioByteSwap
{
typedef bool (*CompressFunc_t)( const void *pInput, int inputSize, void **pOutput, int *pOutputSize );
//void SetTargetBigEndian( bool bigEndian );
void ActivateByteSwapping( bool bActivate );
void SourceIsNative( bool bActivate );
void SetVerbose( bool bVerbose );
void SetCollisionInterface( IPhysicsCollision *pPhysicsCollision );
int ByteswapStudioFile( const char *pFilename, void *pOutBase, const void *pFileBase, int fileSize, studiohdr_t *pHdr, CompressFunc_t pCompressFunc = NULL );
int ByteswapPHY( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapANI( studiohdr_t* pHdr, void *pOutBase, const void *pFileBase, int filesize );
int ByteswapVVD( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapVTX( void *pOutBase, const void *pFileBase, int fileSize );
int ByteswapMDL( void *pOutBase, const void *pFileBase, int fileSize );
#define BYTESWAP_ALIGNMENT_PADDING 4096
}
#endif // STUDIOBYTESWAP_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef USERID_H
#define USERID_H
#ifdef _WIN32
#pragma once
#endif
#include "strtools.h"
#include "steam/steamclientpublic.h"
#if !defined( INCLUDED_STEAM_STEAMUSERIDTYPES_H )
#define INCLUDED_STEAM2_USERID_STRUCTS
#include "SteamCommon.h"
#endif
#define IDTYPE_WON 0
#define IDTYPE_STEAM 1
#define IDTYPE_VALVE 2
#define IDTYPE_HLTV 3
#define IDTYPE_REPLAY 4
typedef struct USERID_s
{
int idtype;
CSteamID steamid;
} USERID_t;
#endif // USERID_H

237
common/xbox/xboxstubs.h Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Win32 replacements for XBox.
//
//=============================================================================
#if !defined( XBOXSTUBS_H ) && !defined( _X360 )
#define XBOXSTUBS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/platform.h"
// Content creation/open flags
#define XCONTENTFLAG_NONE 0x00
#define XCONTENTFLAG_CREATENEW 0x00
#define XCONTENTFLAG_CREATEALWAYS 0x00
#define XCONTENTFLAG_OPENEXISTING 0x00
#define XCONTENTFLAG_OPENALWAYS 0x00
#define XCONTENTFLAG_TRUNCATEEXISTING 0x00
// Content attributes
#define XCONTENTFLAG_NOPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_NODEVICE_TRANSFER 0x00
#define XCONTENTFLAG_STRONG_SIGNED 0x00
#define XCONTENTFLAG_ALLOWPROFILE_TRANSFER 0x00
#define XCONTENTFLAG_MOVEONLY_TRANSFER 0x00
// Console device ports
#define XDEVICE_PORT0 0
#define XDEVICE_PORT1 1
#define XDEVICE_PORT2 2
#define XDEVICE_PORT3 3
#define XUSER_MAX_COUNT 4
#define XUSER_INDEX_NONE 0x000000FE
#define XBX_CLR_DEFAULT 0xFF000000
#define XBX_CLR_WARNING 0x0000FFFF
#define XBX_CLR_ERROR 0x000000FF
#define XBOX_MINBORDERSAFE 0
#define XBOX_MAXBORDERSAFE 0
typedef enum
{
XK_NULL,
XK_BUTTON_UP,
XK_BUTTON_DOWN,
XK_BUTTON_LEFT,
XK_BUTTON_RIGHT,
XK_BUTTON_START,
XK_BUTTON_BACK,
XK_BUTTON_STICK1,
XK_BUTTON_STICK2,
XK_BUTTON_A,
XK_BUTTON_B,
XK_BUTTON_X,
XK_BUTTON_Y,
XK_BUTTON_LEFT_SHOULDER,
XK_BUTTON_RIGHT_SHOULDER,
XK_BUTTON_LTRIGGER,
XK_BUTTON_RTRIGGER,
XK_STICK1_UP,
XK_STICK1_DOWN,
XK_STICK1_LEFT,
XK_STICK1_RIGHT,
XK_STICK2_UP,
XK_STICK2_DOWN,
XK_STICK2_LEFT,
XK_STICK2_RIGHT,
XK_MAX_KEYS,
} xKey_t;
//typedef enum
//{
// XVRB_NONE, // off
// XVRB_ERROR, // fatal error
// XVRB_ALWAYS, // no matter what
// XVRB_WARNING, // non-fatal warnings
// XVRB_STATUS, // status reports
// XVRB_ALL,
//} xverbose_e;
typedef unsigned short WORD;
#ifndef POSIX
typedef unsigned long DWORD;
typedef void* HANDLE;
typedef unsigned __int64 ULONGLONG;
#endif
#ifdef POSIX
typedef DWORD COLORREF;
#endif
#ifndef INVALID_HANDLE_VALUE
#define INVALID_HANDLE_VALUE ((HANDLE)-1)
#endif
// typedef struct {
// IN_ADDR ina; // IP address (zero if not static/DHCP)
// IN_ADDR inaOnline; // Online IP address (zero if not online)
// WORD wPortOnline; // Online port
// BYTE abEnet[6]; // Ethernet MAC address
// BYTE abOnline[20]; // Online identification
// } XNADDR;
typedef int XNADDR;
typedef uint64 XUID;
typedef struct {
BYTE ab[8]; // xbox to xbox key identifier
} XNKID;
typedef struct {
BYTE ab[16]; // xbox to xbox key exchange key
} XNKEY;
typedef struct _XSESSION_INFO
{
XNKID sessionID; // 8 bytes
XNADDR hostAddress; // 36 bytes
XNKEY keyExchangeKey; // 16 bytes
} XSESSION_INFO, *PXSESSION_INFO;
typedef struct _XUSER_DATA
{
BYTE type;
union
{
int nData; // XUSER_DATA_TYPE_INT32
int64 i64Data; // XUSER_DATA_TYPE_INT64
double dblData; // XUSER_DATA_TYPE_DOUBLE
struct // XUSER_DATA_TYPE_UNICODE
{
uint cbData; // Includes null-terminator
char * pwszData;
} string;
float fData; // XUSER_DATA_TYPE_FLOAT
struct // XUSER_DATA_TYPE_BINARY
{
uint cbData;
char * pbData;
} binary;
};
} XUSER_DATA, *PXUSER_DATA;
typedef struct _XUSER_PROPERTY
{
DWORD dwPropertyId;
XUSER_DATA value;
} XUSER_PROPERTY, *PXUSER_PROPERTY;
typedef struct _XUSER_CONTEXT
{
DWORD dwContextId;
DWORD dwValue;
} XUSER_CONTEXT, *PXUSER_CONTEXT;
typedef struct _XSESSION_SEARCHRESULT
{
XSESSION_INFO info;
DWORD dwOpenPublicSlots;
DWORD dwOpenPrivateSlots;
DWORD dwFilledPublicSlots;
DWORD dwFilledPrivateSlots;
DWORD cProperties;
DWORD cContexts;
PXUSER_PROPERTY pProperties;
PXUSER_CONTEXT pContexts;
} XSESSION_SEARCHRESULT, *PXSESSION_SEARCHRESULT;
typedef struct _XSESSION_SEARCHRESULT_HEADER
{
DWORD dwSearchResults;
XSESSION_SEARCHRESULT *pResults;
} XSESSION_SEARCHRESULT_HEADER, *PXSESSION_SEARCHRESULT_HEADER;
typedef struct _XSESSION_REGISTRANT
{
uint64 qwMachineID;
DWORD bTrustworthiness;
DWORD bNumUsers;
XUID *rgUsers;
} XSESSION_REGISTRANT;
typedef struct _XSESSION_REGISTRATION_RESULTS
{
DWORD wNumRegistrants;
XSESSION_REGISTRANT *rgRegistrants;
} XSESSION_REGISTRATION_RESULTS, *PXSESSION_REGISTRATION_RESULTS;
typedef struct {
BYTE bFlags;
BYTE bReserved;
WORD cProbesXmit;
WORD cProbesRecv;
WORD cbData;
BYTE * pbData;
WORD wRttMinInMsecs;
WORD wRttMedInMsecs;
DWORD dwUpBitsPerSec;
DWORD dwDnBitsPerSec;
} XNQOSINFO;
typedef struct {
uint cxnqos;
uint cxnqosPending;
XNQOSINFO axnqosinfo[1];
} XNQOS;
#define XSESSION_CREATE_HOST 0
#define XUSER_DATA_TYPE_INT32 0
#define XSESSION_CREATE_USES_ARBITRATION 0
#define XNET_QOS_LISTEN_ENABLE 0
#define XNET_QOS_LISTEN_DISABLE 0
#define XNET_QOS_LISTEN_SET_DATA 0
FORCEINLINE void XBX_ProcessEvents() {}
FORCEINLINE unsigned int XBX_GetSystemTime() { return 0; }
FORCEINLINE int XBX_GetPrimaryUserId() { return 0; }
FORCEINLINE void XBX_SetPrimaryUserId( DWORD idx ) {}
FORCEINLINE int XBX_GetStorageDeviceId() { return 0; }
FORCEINLINE void XBX_SetStorageDeviceId( DWORD idx ) {}
FORCEINLINE const char *XBX_GetLanguageString() { return ""; }
FORCEINLINE bool XBX_IsLocalized() { return false; }
#define XCONTENT_MAX_DISPLAYNAME_LENGTH 128
#define XCONTENT_MAX_FILENAME_LENGTH 42
#define XBX_INVALID_STORAGE_ID ((DWORD) -1)
#define XBX_STORAGE_DECLINED ((DWORD) -2)
#endif // XBOXSTUBS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENVPROJECTEDTEXTURE_H
#define C_ENVPROJECTEDTEXTURE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_EnvProjectedTexture : public C_BaseEntity
{
DECLARE_CLASS( C_EnvProjectedTexture, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_EnvProjectedTexture();
~C_EnvProjectedTexture();
virtual void OnDataChanged( DataUpdateType_t updateType );
void ShutDownLightHandle( void );
virtual void Simulate();
void UpdateLight( bool bForceUpdate );
bool ShadowsEnabled();
float GetFOV();
private:
ClientShadowHandle_t m_LightHandle;
EHANDLE m_hTargetEntity;
bool m_bState;
float m_flLightFOV;
bool m_bEnableShadows;
bool m_bLightOnlyTarget;
bool m_bLightWorld;
bool m_bCameraSpace;
color32 m_cLightColor;
float m_flAmbient;
char m_SpotlightTextureName[ MAX_PATH ];
int m_nSpotlightTextureFrame;
int m_nShadowQuality;
bool m_bCurrentShadow;
public:
C_EnvProjectedTexture *m_pNext;
};
C_EnvProjectedTexture* GetEnvProjectedTextureList();
#endif // C_ENVPROJECTEDTEXTURE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=====================================================================================//
#ifndef SCREENSPACEEFFECTS_H
#define SCREENSPACEEFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class KeyValues;
//------------------------------------------------------------------------------
// Simple base class for screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffect
{
public:
virtual void Init( ) = 0;
virtual void Shutdown( ) = 0;
virtual void SetParameters( KeyValues *params ) = 0;
virtual void Render( int x, int y, int w, int h ) = 0;
virtual void Enable( bool bEnable ) = 0;
virtual bool IsEnabled( ) = 0;
};
//------------------------------------------------------------------------------
// Interface class for managing screen space post-processing effects
//------------------------------------------------------------------------------
abstract_class IScreenSpaceEffectManager
{
public:
virtual void InitScreenSpaceEffects( ) = 0;
virtual void ShutdownScreenSpaceEffects( ) = 0;
virtual IScreenSpaceEffect *GetScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void SetScreenSpaceEffectParams( const char *pEffectName, KeyValues *params ) = 0;
virtual void SetScreenSpaceEffectParams( IScreenSpaceEffect *pEffect, KeyValues *params ) = 0;
virtual void EnableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void EnableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableScreenSpaceEffect( const char *pEffectName ) = 0;
virtual void DisableScreenSpaceEffect( IScreenSpaceEffect *pEffect ) = 0;
virtual void DisableAllScreenSpaceEffects( ) = 0;
virtual void RenderEffects( int x, int y, int w, int h ) = 0;
};
extern IScreenSpaceEffectManager *g_pScreenSpaceEffects;
//-------------------------------------------------------------------------------------
// Registration class for adding screen space effects to the IScreenSpaceEffectManager
//-------------------------------------------------------------------------------------
class CScreenSpaceEffectRegistration
{
public:
CScreenSpaceEffectRegistration( const char *pName, IScreenSpaceEffect *pEffect );
const char *m_pEffectName;
IScreenSpaceEffect *m_pEffect;
CScreenSpaceEffectRegistration *m_pNext;
static CScreenSpaceEffectRegistration *s_pHead;
};
#define ADD_SCREENSPACE_EFFECT( CEffect, pEffectName ) CEffect pEffectName##_effect; \
CScreenSpaceEffectRegistration pEffectName##_reg( #pEffectName, &pEffectName##_effect );
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which is rendered image on top of an entity
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef TEAMBITMAPIMAGE_H
#define TEAMBITMAPIMAGE_H
#ifdef _WIN32
#pragma once
#endif
//#include "tf_shareddefs.h"
#include <vgui/VGUI.h>
namespace vgui
{
class Panel;
}
class BitmapImage;
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A multiplexer bitmap that chooses a bitmap based on team
//-----------------------------------------------------------------------------
class CTeamBitmapImage
{
public:
// construction, destruction
CTeamBitmapImage();
~CTeamBitmapImage();
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData, C_BaseEntity* pEntity );
// Alpha override...
void SetAlpha( float alpha );
// Paint the sucka. Paint it the size of the parent panel
void Paint( float yaw = 0.0f );
protected:
// Wrapper so we can implement this with EHANDLES some day
C_BaseEntity *GetEntity() { return m_pEntity; }
private:
enum
{
// NOTE: Was MAX_TF_TEAMS not 4, but I don't like the dependency here.
BITMAP_COUNT = 4 + 1
};
BitmapImage *m_ppImage[ BITMAP_COUNT ];
C_BaseEntity *m_pEntity;
float m_Alpha;
bool m_bRelativeTeams;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a team image from KeyValues data..
// KeyValues contains the bitmap data. pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeTeamImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, C_BaseEntity *pEntity, CTeamBitmapImage* pBitmapImage );
#endif // TEAMBITMAPIMAGE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: This is a panel which draws a viewcone
//
// $Revision: $
// $NoKeywords: $
//=============================================================================//
#ifndef VIEWCONEIMAGE_H
#define VIEWCONEIMAGE_H
#include "shareddefs.h"
#include "vgui_bitmapimage.h"
namespace vgui
{
class Panel;
}
class C_BaseEntity;
class KeyValues;
//-----------------------------------------------------------------------------
// A bitmap that renders a view cone based on angles
//-----------------------------------------------------------------------------
class CViewConeImage
{
public:
// initialization
bool Init( vgui::Panel *pParent, KeyValues* pInitData );
// Paint the sucka
void Paint( float yaw );
void SetColor( int r, int g, int b );
private:
BitmapImage m_Image;
};
//-----------------------------------------------------------------------------
// Helper method to initialize a view cone image from KeyValues data..
// KeyValues contains the bitmap data, pSectionName, if it exists,
// indicates which subsection of pInitData should be looked at to get at the
// image data. The final argument is the bitmap image to initialize.
// The function returns true if it succeeded.
//
// NOTE: This function looks for the key values 'material' and 'color'
// and uses them to set up the material + modulation color of the image
//-----------------------------------------------------------------------------
bool InitializeViewConeImage( KeyValues *pInitData, const char* pSectionName,
vgui::Panel *pParent, CViewConeImage* pViewConeImage );
#endif // VIEWCONEIMAGE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ACHIEVEMENT_NOTIFICATION_PANEL_H
#define ACHIEVEMENT_NOTIFICATION_PANEL_H
#ifdef _WIN32
#pragma once
#endif
#include <vgui_controls/EditablePanel.h>
#include "hudelement.h"
using namespace vgui;
class CAchievementNotificationPanel : public CHudElement, public EditablePanel
{
DECLARE_CLASS_SIMPLE( CAchievementNotificationPanel, EditablePanel );
public:
CAchievementNotificationPanel( const char *pElementName );
virtual void Init();
virtual void ApplySchemeSettings( IScheme *scheme );
virtual bool ShouldDraw( void );
virtual void PerformLayout( void );
virtual void LevelInit( void ) { m_flHideTime = 0; }
virtual void FireGameEvent( IGameEvent * event );
virtual void OnTick( void );
void AddNotification( const char *szIconBaseName, const wchar_t *pHeading, const wchar_t *pTitle );
private:
void ShowNextNotification();
void SetXAndWide( Panel *pPanel, int x, int wide );
float m_flHideTime;
Label *m_pLabelHeading;
Label *m_pLabelTitle;
EditablePanel *m_pPanelBackground;
ImagePanel *m_pIcon;
struct Notification_t
{
char szIconBaseName[255];
wchar_t szHeading[255];
wchar_t szTitle[255];
};
CUtlLinkedList<Notification_t> m_queueNotification;
};
#endif // ACHIEVEMENT_NOTIFICATION_PANEL_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ANIMATIONLAYER_H
#define ANIMATIONLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "rangecheckedvar.h"
#include "lerp_functions.h"
#include "networkvar.h"
class C_AnimationLayer
{
public:
// This allows the datatables to access private members.
ALLOW_DATATABLES_PRIVATE_ACCESS();
C_AnimationLayer();
void Reset();
void SetOrder( int order );
public:
bool IsActive( void );
CRangeCheckedVar<int, -1, 65535, 0> m_nSequence;
CRangeCheckedVar<float, -2, 2, 0> m_flPrevCycle;
CRangeCheckedVar<float, -5, 5, 0> m_flWeight;
int m_nOrder;
// used for automatic crossfades between sequence changes
CRangeCheckedVar<float, -50, 50, 1> m_flPlaybackRate;
CRangeCheckedVar<float, -2, 2, 0> m_flCycle;
float GetFadeout( float flCurTime );
void BlendWeight();
float m_flLayerAnimtime;
float m_flLayerFadeOuttime;
float m_flBlendIn;
float m_flBlendOut;
bool m_bClientBlend;
};
#ifdef CLIENT_DLL
#define CAnimationLayer C_AnimationLayer
#endif
inline C_AnimationLayer::C_AnimationLayer()
{
Reset();
}
inline void C_AnimationLayer::Reset()
{
m_nSequence = 0;
m_flPrevCycle = 0;
m_flWeight = 0;
m_flPlaybackRate = 0;
m_flCycle = 0;
m_flLayerAnimtime = 0;
m_flLayerFadeOuttime = 0;
m_flBlendIn = 0;
m_flBlendOut = 0;
m_bClientBlend = false;
}
inline void C_AnimationLayer::SetOrder( int order )
{
m_nOrder = order;
}
inline float C_AnimationLayer::GetFadeout( float flCurTime )
{
float s;
if (m_flLayerFadeOuttime <= 0.0f)
{
s = 0;
}
else
{
// blend in over 0.2 seconds
s = 1.0 - (flCurTime - m_flLayerAnimtime) / m_flLayerFadeOuttime;
if (s > 0 && s <= 1.0)
{
// do a nice spline curve
s = 3 * s * s - 2 * s * s * s;
}
else if ( s > 1.0f )
{
// Shouldn't happen, but maybe curtime is behind animtime?
s = 1.0f;
}
}
return s;
}
inline C_AnimationLayer LoopingLerp( float flPercent, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp( flPercent, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer Lerp( float flPercent, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp( flPercent, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline C_AnimationLayer LoopingLerp_Hermite( float flPercent, C_AnimationLayer& prev, C_AnimationLayer& from, C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = LoopingLerp_Hermite( flPercent, (float)prev.m_flCycle, (float)from.m_flCycle, (float)to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
// YWB: Specialization for interpolating euler angles via quaternions...
inline C_AnimationLayer Lerp_Hermite( float flPercent, const C_AnimationLayer& prev, const C_AnimationLayer& from, const C_AnimationLayer& to )
{
C_AnimationLayer output;
output.m_nSequence = to.m_nSequence;
output.m_flCycle = Lerp_Hermite( flPercent, prev.m_flCycle, from.m_flCycle, to.m_flCycle );
output.m_flPrevCycle = to.m_flPrevCycle;
output.m_flWeight = Lerp( flPercent, from.m_flWeight, to.m_flWeight );
output.m_nOrder = to.m_nOrder;
output.m_flLayerAnimtime = to.m_flLayerAnimtime;
output.m_flLayerFadeOuttime = to.m_flLayerFadeOuttime;
return output;
}
inline void Lerp_Clamp( C_AnimationLayer &val )
{
Lerp_Clamp( val.m_nSequence );
Lerp_Clamp( val.m_flCycle );
Lerp_Clamp( val.m_flPrevCycle );
Lerp_Clamp( val.m_flWeight );
Lerp_Clamp( val.m_nOrder );
Lerp_Clamp( val.m_flLayerAnimtime );
Lerp_Clamp( val.m_flLayerFadeOuttime );
}
inline void C_AnimationLayer::BlendWeight()
{
if ( !m_bClientBlend )
return;
m_flWeight = 1;
// blend in?
if ( m_flBlendIn != 0.0f )
{
if (m_flCycle < m_flBlendIn)
{
m_flWeight = m_flCycle / m_flBlendIn;
}
}
// blend out?
if ( m_flBlendOut != 0.0f )
{
if (m_flCycle > 1.0 - m_flBlendOut)
{
m_flWeight = (1.0 - m_flCycle) / m_flBlendOut;
}
}
m_flWeight = 3.0 * m_flWeight * m_flWeight - 2.0 * m_flWeight * m_flWeight * m_flWeight;
if (m_nSequence == 0)
m_flWeight = 0;
}
#endif // ANIMATIONLAYER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef BASEANIMATEDTEXTUREPROXY
#define BASEANIMATEDTEXTUREPROXY
#include "materialsystem/imaterialproxy.h"
class IMaterial;
class IMaterialVar;
#pragma warning (disable : 4100)
class CBaseAnimatedTextureProxy : public IMaterialProxy
{
public:
CBaseAnimatedTextureProxy();
virtual ~CBaseAnimatedTextureProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial();
protected:
// derived classes must implement this; it returns the time
// that the animation began
virtual float GetAnimationStartTime( void* pBaseEntity ) = 0;
// Derived classes may implement this if they choose;
// this method is called whenever the animation wraps...
virtual void AnimationWrapped( void* pBaseEntity ) {}
protected:
void Cleanup();
IMaterialVar *m_AnimatedTextureVar;
IMaterialVar *m_AnimatedTextureFrameNumVar;
float m_FrameRate;
bool m_WrapAnimation;
};
#endif // BASEANIMATEDTEXTUREPROXY

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Has init functions for all the standard render targets used by most games.
// Mods who wish to make their own render targets can inherit from this class
// and in the 'InitClientRenderTargets' interface called by the engine, set up
// their own render targets as well as calling the init functions for various
// common render targets provided by this class.
//
// Note: Unless the client defines a singleton interface by inheriting from
// this class and exposing the singleton instance, these init and shutdown
// functions WILL NOT be called by the engine.
//
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef CLIENTRENDERTARTETS_H_
#define CLIENTRENDERTARTETS_H_
#ifdef _WIN32
#pragma once
#endif
#include "game/client/iclientrendertargets.h" // base class with interfaces called by the engine
#include "materialsystem/imaterialsystem.h" // for material system classes and interfaces
// Externs
class IMaterialSystem;
class IMaterialSystemHardwareConfig;
class CBaseClientRenderTargets : public IClientRenderTargets
{
// no networked vars
DECLARE_CLASS_GAMEROOT( CBaseClientRenderTargets, IClientRenderTargets );
public:
// Interface called by engine during material system startup.
virtual void InitClientRenderTargets ( IMaterialSystem* pMaterialSystem, IMaterialSystemHardwareConfig* pHardwareConfig, int iWaterTextureSize = 1024, int iCameraTextureSize = 256 );
// Shutdown all custom render targets here.
virtual void ShutdownClientRenderTargets ( void );
protected:
// Standard render textures used by most mods-- Classes inheriting from
// this can choose to init these or not depending on their needs.
// For reflective and refracting water
CTextureReference m_WaterReflectionTexture;
CTextureReference m_WaterRefractionTexture;
// Used for monitors
CTextureReference m_CameraTexture;
// Used for the HUD in stereo and head tracking mode
CTextureReference m_UITexture;
// Init functions for the common render targets
ITexture* CreateWaterReflectionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
ITexture* CreateWaterRefractionTexture( IMaterialSystem* pMaterialSystem, int iSize = 1024 );
ITexture* CreateCameraTexture( IMaterialSystem* pMaterialSystem, int iSize = 256 );
};
#endif // CLIENTRENDERTARTETS_H_

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base implementation of the IPresence interface
//
//=============================================================================
#ifndef BASEPRESENCE_H
#define BASEPRESENCE_H
#ifdef _WIN32
#pragma once
#endif
#include "ipresence.h"
#include "igamesystem.h"
//-----------------------------------------------------------------------------
// Purpose: Common implementation for setting user contexts and properties.
// Each client should inherit from this to implement mod-specific presence info.
//-----------------------------------------------------------------------------
class CBasePresence : public IPresence, public CAutoGameSystemPerFrame
{
public:
// CBaseGameSystemPerFrame overrides
virtual bool Init( void );
virtual void Shutdown( void );
virtual void Update( float frametime );
virtual char const *Name( void ) { return "presence"; }
// IPresence Interface
virtual void UserSetContext( unsigned int nUserIndex, unsigned int nContextId, unsigned int nContextValue, bool bAsync = false );
virtual void UserSetProperty( unsigned int nUserIndex, unsigned int nPropertyId, unsigned int nBytes, const void *pvValue, bool bAsync = false );
virtual void SetupGameProperties( CUtlVector< XUSER_CONTEXT > &contexts, CUtlVector< XUSER_PROPERTY > &properties );
virtual uint GetPresenceID( const char *pIdName );
virtual void GetPropertyDisplayString( uint id, uint value, char *pOutput, int nBytes );
virtual const char *GetPropertyIdString( const uint id );
// Stats reporting
virtual void StartStatsReporting( HANDLE handle, bool bArbitrated );
virtual void SetStat( uint iPropertyId, int iPropertyValue, int dataType );
virtual void UploadStats();
protected:
bool m_bArbitrated;
bool m_bReportingStats;
HANDLE m_hSession;
CUtlVector< XUSER_PROPERTY > m_PlayerStats;
//---------------------------------------------------------
// Debug support
//---------------------------------------------------------
CON_COMMAND_MEMBER_F( CBasePresence, "user_context", DebugUserSetContext, "Set a Rich Presence Context: user_context <context id> <context value>", 0 )
CON_COMMAND_MEMBER_F( CBasePresence, "user_property", DebugUserSetProperty, "Set a Rich Presence Property: user_property <property id>", 0 )
};
#endif // BASEPRESENCE_H

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game/client/beamdraw.h Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#if !defined( BEAMDRAW_H )
#define BEAMDRAW_H
#ifdef _WIN32
#pragma once
#endif
#include "materialsystem/imaterial.h"
#include "materialsystem/imesh.h"
#include "mathlib/vector.h"
#include "tier2/beamsegdraw.h"
#include "c_pixel_visibility.h"
#define NOISE_DIVISIONS 128
//-----------------------------------------------------------------------------
// Forward declarations
//-----------------------------------------------------------------------------
struct model_t;
struct BeamTrail_t;
//-----------------------------------------------------------------------------
// Purpose: Beams fill out this data structure
// This is also used for rendering
//-----------------------------------------------------------------------------
class Beam_t : public CDefaultClientRenderable
{
public:
Beam_t();
// Methods of IClientRenderable
virtual const Vector& GetRenderOrigin( void );
virtual const QAngle& GetRenderAngles( void );
virtual const matrix3x4_t &RenderableToWorldTransform();
virtual void GetRenderBounds( Vector& mins, Vector& maxs );
virtual bool ShouldDraw( void );
virtual bool IsTransparent( void );
virtual int DrawModel( int flags );
virtual void ComputeFxBlend( );
virtual int GetFxBlend( );
// Resets the beam state
void Reset();
// Method to computing the bounding box
void ComputeBounds();
// Bounding box...
Vector m_Mins;
Vector m_Maxs;
pixelvis_handle_t *m_queryHandleHalo;
float m_haloProxySize;
// Data is below..
// Next beam in list
Beam_t* next;
// Type of beam
int type;
int flags;
// Control points for the beam
int numAttachments;
Vector attachment[MAX_BEAM_ENTS];
Vector delta;
// 0 .. 1 over lifetime of beam
float t;
float freq;
// Time when beam should die
float die;
float width;
float endWidth;
float fadeLength;
float amplitude;
float life;
// Color
float r, g, b;
float brightness;
// Speed
float speed;
// Animation
float frameRate;
float frame;
int segments;
// Attachment entities for the beam
EHANDLE entity[MAX_BEAM_ENTS];
int attachmentIndex[MAX_BEAM_ENTS];
// Model info
int modelIndex;
int haloIndex;
float haloScale;
int frameCount;
float rgNoise[NOISE_DIVISIONS+1];
// Popcorn trail for beam follows to use
BeamTrail_t* trail;
// for TE_BEAMRINGPOINT
float start_radius;
float end_radius;
// for FBEAM_ONLYNOISEONCE
bool m_bCalculatedNoise;
float m_flHDRColorScale;
#ifdef PORTAL
bool m_bDrawInMainRender;
bool m_bDrawInPortalRender;
#endif //#ifdef PORTAL
};
int ScreenTransform( const Vector& point, Vector& screen );
void DrawSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
float frame, int rendermode, const Vector& source, const Vector& delta,
float startWidth, float endWidth, float scale, float freq, float speed, int segments,
int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
void DrawTeslaSegs( int noise_divisions, float *prgNoise, const model_t* spritemodel,
float frame, int rendermode, const Vector& source, const Vector& delta,
float startWidth, float endWidth, float scale, float freq, float speed, int segments,
int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
void DrawSplineSegs( int noise_divisions, float *prgNoise,
const model_t* beammodel, const model_t* halomodel, float flHaloScale,
float frame, int rendermode, int numAttachments, Vector* attachment,
float startWidth, float endWidth, float scale, float freq, float speed, int segments,
int flags, float* color, float fadeLength, float flHDRColorScale = 1.0f );
void DrawHalo(IMaterial* pMaterial, const Vector& source, float scale, float const* color, float flHDRColorScale = 1.0f );
void BeamDrawHalo( const model_t* spritemodel, float frame, int rendermode, const Vector& source,
float scale, float* color, float flHDRColorScale = 1.0f );
void DrawDisk( int noise_divisions, float *prgNoise, const model_t* spritemodel,
float frame, int rendermode, const Vector& source, const Vector& delta,
float width, float scale, float freq, float speed,
int segments, float* color, float flHDRColorScale = 1.0f );
void DrawCylinder( int noise_divisions, float *prgNoise, const model_t* spritemodel,
float frame, int rendermode, const Vector& source,
const Vector& delta, float width, float scale, float freq,
float speed, int segments, float* color, float flHDRColorScale = 1.0f );
void DrawRing( int noise_divisions, float *prgNoise, void (*pfnNoise)( float *noise, int divs, float scale ),
const model_t* spritemodel, float frame, int rendermode,
const Vector& source, const Vector& delta, float width, float amplitude,
float freq, float speed, int segments, float* color, float flHDRColorScale = 1.0f );
void DrawBeamFollow( const model_t* spritemodel, BeamTrail_t* pHead, int frame, int rendermode, Vector& delta,
Vector& screen, Vector& screenLast, float die, const Vector& source,
int flags, float width, float amplitude, float freq, float* color, float flHDRColorScale = 1.0f );
void DrawBeamQuadratic( const Vector &start, const Vector &control, const Vector &end, float width, const Vector &color, float scrollOffset, float flHDRColorScale = 1.0f );
class CEngineSprite *Draw_SetSpriteTexture( const model_t *pSpriteModel, int frame, int rendermode );
//-----------------------------------------------------------------------------
// Assumes the material has already been bound
//-----------------------------------------------------------------------------
void DrawSprite( const Vector &vecOrigin, float flWidth, float flHeight, color32 color );
#endif // BEAMDRAW_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef BONE_MERGE_CACHE_H
#define BONE_MERGE_CACHE_H
#ifdef _WIN32
#pragma once
#endif
class C_BaseAnimating;
class CStudioHdr;
#include "mathlib/vector.h"
class CBoneMergeCache
{
public:
CBoneMergeCache();
void Init( C_BaseAnimating *pOwner );
// Updates the lookups that let it merge bones quickly.
void UpdateCache();
// This copies the transform from all bones in the followed entity that have
// names that match our bones.
void MergeMatchingBones( int boneMask );
// copy bones instead of matrices
void CopyParentToChild( const Vector parentPos[], const Quaternion parentQ[], Vector childPos[], Quaternion childQ[], int boneMask );
void CopyChildToParent( const Vector childPos[], const Quaternion childQ[], Vector parentPos[], Quaternion parentQ[], int boneMask );
// Returns true if the specified bone is one that gets merged in MergeMatchingBones.
int IsBoneMerged( int iBone ) const;
// Gets the origin for the first merge bone on the parent.
bool GetAimEntOrigin( Vector *pAbsOrigin, QAngle *pAbsAngles );
bool GetRootBone( matrix3x4_t &rootBone );
private:
// This is the entity that we're keeping the cache updated for.
C_BaseAnimating *m_pOwner;
// All the cache data is based off these. When they change, the cache data is regenerated.
// These are either all valid pointers or all NULL.
C_BaseAnimating *m_pFollow;
CStudioHdr *m_pFollowHdr;
const studiohdr_t *m_pFollowRenderHdr;
CStudioHdr *m_pOwnerHdr;
// This is the mask we need to use to set up bones on the followed entity to do the bone merge
int m_nFollowBoneSetupMask;
// Cache data.
class CMergedBone
{
public:
unsigned short m_iMyBone;
unsigned short m_iParentBone;
};
CUtlVector<CMergedBone> m_MergedBones;
CUtlVector<unsigned char> m_BoneMergeBits; // One bit for each bone. The bit is set if the bone gets merged.
};
inline int CBoneMergeCache::IsBoneMerged( int iBone ) const
{
if ( m_pOwnerHdr )
return m_BoneMergeBits[iBone >> 3] & ( 1 << ( iBone & 7 ) );
else
return 0;
}
#endif // BONE_MERGE_CACHE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef BONETOWORLDARRAY_H
#define BONETOWORLDARRAY_H
#include "tier0/tslist.h"
#if defined( _WIN32 )
#pragma once
#endif
#include "tier0/memdbgon.h" // for _aligned_malloc usage below
//-----------------------------------------------------------------------------
//
//-----------------------------------------------------------------------------
template <int NUM_ARRAYS>
class CBoneToWorldArrays
{
public:
enum
{
ALIGNMENT = 128,
};
CBoneToWorldArrays()
{
const int SIZE_ARRAY = AlignValue( sizeof(matrix3x4_t) * MAXSTUDIOBONES, ALIGNMENT );
m_pBase = (matrix3x4_t *)_aligned_malloc( SIZE_ARRAY * NUM_ARRAYS, ALIGNMENT );
for ( int i = 0; i < NUM_ARRAYS; i++ )
{
matrix3x4_t *pArray = (matrix3x4_t *)((byte *)m_pBase + SIZE_ARRAY * i);
Assert( (size_t)pArray % ALIGNMENT == 0 );
Free( pArray );
}
}
~CBoneToWorldArrays()
{
_aligned_free( m_pBase );
}
int NumArrays()
{
return NUM_ARRAYS;
}
matrix3x4_t *Alloc( bool bBlock = true )
{
TSLNodeBase_t *p;
while ( ( p = m_Free.Pop() ) == NULL && bBlock )
{
ThreadPause();
}
return (matrix3x4_t *)p;
}
void Free( matrix3x4_t *p )
{
m_Free.Push( (TSLNodeBase_t *) p );
}
private:
CTSListBase m_Free;
matrix3x4_t *m_pBase;
};
#endif // BONETOWORLDARRAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Exposes bsp tools to game for e.g. workshop use
//
// $NoKeywords: $
//===========================================================================//
#include "../utils/common/bsplib.h"
#include "ibsppack.h"
// Loads bsppack module (IBSPPack) and calls RepackBSP()
bool BSP_SyncRepack( const char *pszInputMapFile,
const char *pszOutputMapFile,
IBSPPack::eRepackBSPFlags eRepackFlags = (IBSPPack::eRepackBSPFlags) ( IBSPPack::eRepackBSP_CompressLumps |
IBSPPack::eRepackBSP_CompressPackfile ) );
// Helper to spawn a background thread that runs SyncRepack
void BSP_BackgroundRepack( const char *pszInputMapFile,
const char *pszOutputMapFile,
IBSPPack::eRepackBSPFlags eRepackFlags = (IBSPPack::eRepackBSPFlags) ( IBSPPack::eRepackBSP_CompressLumps |
IBSPPack::eRepackBSP_CompressPackfile ) );

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_AI_BASENPC_H
#define C_AI_BASENPC_H
#ifdef _WIN32
#pragma once
#endif
#include "c_basecombatcharacter.h"
// NOTE: Moved all controller code into c_basestudiomodel
class C_AI_BaseNPC : public C_BaseCombatCharacter
{
DECLARE_CLASS( C_AI_BaseNPC, C_BaseCombatCharacter );
public:
DECLARE_CLIENTCLASS();
C_AI_BaseNPC();
virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
virtual bool IsNPC( void ) { return true; }
bool IsMoving( void ){ return m_bIsMoving; }
bool ShouldAvoidObstacle( void ){ return m_bPerformAvoidance; }
virtual bool AddRagdollToFadeQueue( void ) { return m_bFadeCorpse; }
virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ) OVERRIDE;
int GetDeathPose( void ) { return m_iDeathPose; }
bool ShouldModifyPlayerSpeed( void ) { return m_bSpeedModActive; }
int GetSpeedModifyRadius( void ) { return m_iSpeedModRadius; }
int GetSpeedModifySpeed( void ) { return m_iSpeedModSpeed; }
void ClientThink( void );
void OnDataChanged( DataUpdateType_t type );
bool ImportantRagdoll( void ) { return m_bImportanRagdoll; }
private:
C_AI_BaseNPC( const C_AI_BaseNPC & ); // not defined, not accessible
float m_flTimePingEffect;
int m_iDeathPose;
int m_iDeathFrame;
int m_iSpeedModRadius;
int m_iSpeedModSpeed;
bool m_bPerformAvoidance;
bool m_bIsMoving;
bool m_bFadeCorpse;
bool m_bSpeedModActive;
bool m_bImportanRagdoll;
};
#endif // C_AI_BASENPC_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASEANIMATING_H
#define C_BASEANIMATING_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "studio.h"
#include "utlvector.h"
#include "ragdoll.h"
#include "mouthinfo.h"
// Shared activities
#include "ai_activity.h"
#include "animationlayer.h"
#include "sequence_Transitioner.h"
#include "bone_accessor.h"
#include "bone_merge_cache.h"
#include "ragdoll_shared.h"
#include "tier0/threadtools.h"
#include "datacache/idatacache.h"
#define LIPSYNC_POSEPARAM_NAME "mouth"
#define NUM_HITBOX_FIRES 10
/*
class C_BaseClientShader
{
virtual void RenderMaterial( C_BaseEntity *pEntity, int count, const vec4_t *verts, const vec4_t *normals, const vec2_t *texcoords, vec4_t *lightvalues );
};
*/
class IRagdoll;
class CIKContext;
class CIKState;
class ConVar;
class C_RopeKeyframe;
class CBoneBitList;
class CBoneList;
class KeyValues;
class CJiggleBones;
class IBoneSetup;
FORWARD_DECLARE_HANDLE( memhandle_t );
typedef unsigned short MDLHandle_t;
extern ConVar vcollide_wireframe;
struct ClientModelRenderInfo_t : public ModelRenderInfo_t
{
// Added space for lighting origin override. Just allocated space, need to set base pointer
matrix3x4_t lightingOffset;
// Added space for model to world matrix. Just allocated space, need to set base pointer
matrix3x4_t modelToWorld;
};
struct RagdollInfo_t
{
bool m_bActive;
float m_flSaveTime;
int m_nNumBones;
Vector m_rgBonePos[MAXSTUDIOBONES];
Quaternion m_rgBoneQuaternion[MAXSTUDIOBONES];
};
class CAttachmentData
{
public:
matrix3x4_t m_AttachmentToWorld;
QAngle m_angRotation;
Vector m_vOriginVelocity;
int m_nLastFramecount : 31;
int m_bAnglesComputed : 1;
};
typedef unsigned int ClientSideAnimationListHandle_t;
#define INVALID_CLIENTSIDEANIMATION_LIST_HANDLE (ClientSideAnimationListHandle_t)~0
class C_BaseAnimating : public C_BaseEntity, private IModelLoadCallback
{
public:
DECLARE_CLASS( C_BaseAnimating, C_BaseEntity );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
enum
{
NUM_POSEPAREMETERS = 24,
NUM_BONECTRLS = 4
};
C_BaseAnimating();
~C_BaseAnimating();
virtual C_BaseAnimating* GetBaseAnimating() { return this; }
bool UsesPowerOfTwoFrameBufferTexture( void );
virtual bool Interpolate( float currentTime );
virtual void Simulate();
virtual void Release();
float GetAnimTimeInterval( void ) const;
virtual unsigned char GetClientSideFade( void );
// Get bone controller values.
virtual void GetBoneControllers(float controllers[MAXSTUDIOBONECTRLS]);
virtual float SetBoneController ( int iController, float flValue );
LocalFlexController_t GetNumFlexControllers( void );
const char *GetFlexDescFacs( int iFlexDesc );
const char *GetFlexControllerName( LocalFlexController_t iFlexController );
const char *GetFlexControllerType( LocalFlexController_t iFlexController );
virtual void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
// Computes a box that surrounds all hitboxes
bool ComputeHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
bool ComputeEntitySpaceHitboxSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs );
// Gets the hitbox-to-world transforms, returns false if there was a problem
bool HitboxToWorldTransforms( matrix3x4_t *pHitboxToWorld[MAXSTUDIOBONES] );
// base model functionality
float ClampCycle( float cycle, bool isLooping );
virtual void GetPoseParameters( CStudioHdr *pStudioHdr, float poseParameter[MAXSTUDIOPOSEPARAM] );
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
virtual void ApplyBoneMatrixTransform( matrix3x4_t& transform );
virtual int VPhysicsGetObjectList( IPhysicsObject **pList, int listMax );
// model specific
virtual bool SetupBones( matrix3x4_t *pBoneToWorldOut, int nMaxBones, int boneMask, float currentTime );
virtual void UpdateIKLocks( float currentTime );
virtual void CalculateIKLocks( float currentTime );
virtual bool ShouldDraw();
virtual int DrawModel( int flags );
virtual int InternalDrawModel( int flags );
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
void DoInternalDrawModel( ClientModelRenderInfo_t *pInfo, DrawModelState_t *pState, matrix3x4_t *pBoneToWorldArray = NULL );
//
virtual CMouthInfo *GetMouth();
virtual void ControlMouth( CStudioHdr *pStudioHdr );
// override in sub-classes
virtual void DoAnimationEvents( CStudioHdr *pStudio );
virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual void FireObsoleteEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
virtual const char* ModifyEventParticles( const char* token ) { return token; }
// Parses and distributes muzzle flash events
virtual bool DispatchMuzzleEffect( const char *options, bool isFirstPerson );
// virtual void AllocateMaterials( void );
// virtual void FreeMaterials( void );
virtual void ValidateModelIndex( void );
virtual CStudioHdr *OnNewModel( void );
CStudioHdr *GetModelPtr() const;
void InvalidateMdlCache();
virtual void SetPredictable( bool state );
void UseClientSideAnimation();
// C_BaseClientShader **p_ClientShaders;
virtual void StandardBlendingRules( CStudioHdr *pStudioHdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
void UnragdollBlend( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime );
void MaintainSequenceTransitions( IBoneSetup &boneSetup, float flCycle, Vector pos[], Quaternion q[] );
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
virtual void ChildLayerBlend( Vector pos[], Quaternion q[], float currentTime, int boneMask );
// Attachments
int LookupAttachment( const char *pAttachmentName );
int LookupRandomAttachment( const char *pAttachmentNameSubstring );
int LookupPoseParameter( CStudioHdr *pStudioHdr, const char *szName );
inline int LookupPoseParameter( const char *szName ) { return LookupPoseParameter(GetModelPtr(), szName); }
float SetPoseParameter( CStudioHdr *pStudioHdr, const char *szName, float flValue );
inline float SetPoseParameter( const char *szName, float flValue ) { return SetPoseParameter( GetModelPtr(), szName, flValue ); }
float SetPoseParameter( CStudioHdr *pStudioHdr, int iParameter, float flValue );
inline float SetPoseParameter( int iParameter, float flValue ) { return SetPoseParameter( GetModelPtr(), iParameter, flValue ); }
float GetPoseParameter( int iPoseParameter );
bool GetPoseParameterRange( int iPoseParameter, float &minValue, float &maxValue );
int LookupBone( const char *szName );
void GetBonePosition( int iBone, Vector &origin, QAngle &angles );
void GetBoneTransform( int iBone, matrix3x4_t &pBoneToWorld );
//=============================================================================
// HPE_BEGIN:
// [menglish] Finds the bone associated with the given hitbox
//=============================================================================
int GetHitboxBone( int hitboxIndex );
//=============================================================================
// HPE_END
//=============================================================================
// Bone attachments
virtual void AttachEntityToBone( C_BaseAnimating* attachTarget, int boneIndexAttached=-1, Vector bonePosition=Vector(0,0,0), QAngle boneAngles=QAngle(0,0,0) );
void AddBoneAttachment( C_BaseAnimating* newBoneAttachment );
void RemoveBoneAttachment( C_BaseAnimating* boneAttachment );
void RemoveBoneAttachments();
void DestroyBoneAttachments();
void MoveBoneAttachments( C_BaseAnimating* attachTarget );
int GetNumBoneAttachments();
C_BaseAnimating* GetBoneAttachment( int i );
virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
virtual void UpdateBoneAttachments( void );
//bool solveIK(float a, float b, const Vector &Foot, const Vector &Knee1, Vector &Knee2);
//void DebugIK( mstudioikchain_t *pikchain );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual int RestoreData( const char *context, int slot, int type );
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void AddEntity( void );
// This can be used to force client side animation to be on. Only use if you know what you're doing!
// Normally, the server entity should set this.
void ForceClientSideAnimationOn();
void AddToClientSideAnimationList();
void RemoveFromClientSideAnimationList( bool bBeingDestroyed = false );
virtual bool IsSelfAnimating();
virtual void ResetLatched();
// implements these so ragdolls can handle frustum culling & leaf visibility
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual const Vector& GetRenderOrigin( void );
virtual const QAngle& GetRenderAngles( void );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
// Attachments.
bool GetAttachment( const char *szName, Vector &absOrigin );
bool GetAttachment( const char *szName, Vector &absOrigin, QAngle &absAngles );
// Inherited from C_BaseEntity
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
// Returns the attachment in local space
bool GetAttachmentLocal( int iAttachment, matrix3x4_t &attachmentToLocal );
bool GetAttachmentLocal( int iAttachment, Vector &origin, QAngle &angles );
bool GetAttachmentLocal( int iAttachment, Vector &origin );
bool GetRootBone( matrix3x4_t &rootBone );
// Should this object cast render-to-texture shadows?
virtual ShadowType_t ShadowCastType();
// Should we collide?
virtual CollideType_t GetCollideType( void );
virtual bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
// returns true if we're currently being ragdolled
bool IsRagdoll() const;
bool IsAboutToRagdoll() const;
virtual C_BaseAnimating *BecomeRagdollOnClient();
C_BaseAnimating *CreateRagdollCopy();
bool InitAsClientRagdoll( const matrix3x4_t *pDeltaBones0, const matrix3x4_t *pDeltaBones1, const matrix3x4_t *pCurrentBonePosition, float boneDt, bool bFixedConstraints=false );
void IgniteRagdoll( C_BaseAnimating *pSource );
void TransferDissolveFrom( C_BaseAnimating *pSource );
virtual void SaveRagdollInfo( int numbones, const matrix3x4_t &cameraTransform, CBoneAccessor &pBoneToWorld );
virtual bool RetrieveRagdollInfo( Vector *pos, Quaternion *q );
virtual void Clear( void );
void ClearRagdoll();
void CreateUnragdollInfo( C_BaseAnimating *pRagdoll );
bool ForceSetupBonesAtTime( matrix3x4_t *pBonesOut, float flTime );
virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt );
// For shadows rendering the correct body + sequence...
virtual int GetBody() { return m_nBody; }
virtual int GetSkin() { return m_nSkin; }
bool IsOnFire() { return ( (GetFlags() & FL_ONFIRE) != 0 ); }
inline float GetPlaybackRate();
inline void SetPlaybackRate( float rate );
void SetModelScale( float scale, float change_duration = 0.0f );
float GetModelScale() const { return m_flModelScale; }
inline bool IsModelScaleFractional() const; /// very fast way to ask if the model scale is < 1.0f (faster than if (GetModelScale() < 1.0f) )
inline bool IsModelScaled() const;
void UpdateModelScale( void );
virtual void RefreshCollisionBounds( void );
int GetSequence();
virtual void SetSequence(int nSequence);
inline void ResetSequence(int nSequence);
float GetSequenceGroundSpeed( CStudioHdr *pStudioHdr, int iSequence );
inline float GetSequenceGroundSpeed( int iSequence ) { return GetSequenceGroundSpeed(GetModelPtr(), iSequence); }
bool IsSequenceLooping( CStudioHdr *pStudioHdr, int iSequence );
inline bool IsSequenceLooping( int iSequence ) { return IsSequenceLooping(GetModelPtr(),iSequence); }
float GetSequenceMoveDist( CStudioHdr *pStudioHdr, int iSequence );
void GetSequenceLinearMotion( int iSequence, Vector *pVec );
void GetBlendedLinearVelocity( Vector *pVec );
int LookupSequence ( const char *label );
int LookupActivity( const char *label );
char const *GetSequenceName( int iSequence );
char const *GetSequenceActivityName( int iSequence );
Activity GetSequenceActivity( int iSequence );
KeyValues *GetSequenceKeyValues( int iSequence );
virtual void StudioFrameAdvance(); // advance animation frame to some time in the future
// Clientside animation
virtual float FrameAdvance( float flInterval = 0.0f );
virtual float GetSequenceCycleRate( CStudioHdr *pStudioHdr, int iSequence );
virtual void UpdateClientSideAnimation();
void ClientSideAnimationChanged();
virtual unsigned int ComputeClientSideAnimationFlags();
virtual void ResetClientsideFrame( void ) { SetCycle( 0 ); }
void SetCycle( float flCycle );
float GetCycle() const;
void SetBodygroup( int iGroup, int iValue );
int GetBodygroup( int iGroup );
const char *GetBodygroupName( int iGroup );
int FindBodygroupByName( const char *name );
int GetBodygroupCount( int iGroup );
int GetNumBodyGroups( void );
class CBoneCache *GetBoneCache( CStudioHdr *pStudioHdr );
void SetHitboxSet( int setnum );
void SetHitboxSetByName( const char *setname );
int GetHitboxSet( void );
char const *GetHitboxSetName( void );
int GetHitboxSetCount( void );
void DrawClientHitboxes( float duration = 0.0f, bool monocolor = false );
C_BaseAnimating* FindFollowedEntity();
virtual bool IsActivityFinished( void ) { return m_bSequenceFinished; }
inline bool IsSequenceFinished( void );
inline bool SequenceLoops( void ) { return m_bSequenceLoops; }
// All view model attachments origins are stretched so you can place entities at them and
// they will match up with where the attachment winds up being drawn on the view model, since
// the view models are drawn with a different FOV.
//
// If you're drawing something inside of a view model's DrawModel() function, then you want the
// original attachment origin instead of the adjusted one. To get that, call this on the
// adjusted attachment origin.
virtual void UncorrectViewModelAttachment( Vector &vOrigin ) {}
// Call this if SetupBones() has already been called this frame but you need to move the
// entity and rerender.
void InvalidateBoneCache();
bool IsBoneCacheValid() const; // Returns true if the bone cache is considered good for this frame.
void GetCachedBoneMatrix( int boneIndex, matrix3x4_t &out );
// Wrappers for CBoneAccessor.
const matrix3x4_t& GetBone( int iBone ) const;
matrix3x4_t& GetBoneForWrite( int iBone );
// Used for debugging. Will produce asserts if someone tries to setup bones or
// attachments before it's allowed.
// Use the "AutoAllowBoneAccess" class to auto push/pop bone access.
// Use a distinct "tag" when pushing/popping - asserts when push/pop tags do not match.
struct AutoAllowBoneAccess
{
AutoAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels );
~AutoAllowBoneAccess( void );
};
static void PushAllowBoneAccess( bool bAllowForNormalModels, bool bAllowForViewModels, char const *tagPush );
static void PopBoneAccess( char const *tagPop );
static void ThreadedBoneSetup();
static void InitBoneSetupThreadPool();
static void ShutdownBoneSetupThreadPool();
// Invalidate bone caches so all SetupBones() calls force bone transforms to be regenerated.
static void InvalidateBoneCaches();
// Purpose: My physics object has been updated, react or extract data
virtual void VPhysicsUpdate( IPhysicsObject *pPhysics );
void DisableMuzzleFlash(); // Turn off the muzzle flash (ie: signal that we handled the server's event).
virtual void DoMuzzleFlash(); // Force a muzzle flash event. Note: this only QUEUES an event, so
// ProcessMuzzleFlashEvent will get called later.
bool ShouldMuzzleFlash() const; // Is the muzzle flash event on?
// This is called to do the actual muzzle flash effect.
virtual void ProcessMuzzleFlashEvent();
// Update client side animations
static void UpdateClientSideAnimations();
// Load the model's keyvalues section and create effects listed inside it
void InitModelEffects( void );
// Sometimes the server wants to update the client's cycle to get the two to run in sync (for proper hit detection)
virtual void SetServerIntendedCycle( float intended ) { (void)intended; }
virtual float GetServerIntendedCycle( void ) { return -1.0f; }
// For prediction
int SelectWeightedSequence ( int activity );
int SelectWeightedSequenceFromModifiers( Activity activity, CUtlSymbol *pActivityModifiers, int iModifierCount );
void ResetSequenceInfo( void );
float SequenceDuration( void );
float SequenceDuration( CStudioHdr *pStudioHdr, int iSequence );
inline float SequenceDuration( int iSequence ) { return SequenceDuration(GetModelPtr(), iSequence); }
int FindTransitionSequence( int iCurrentSequence, int iGoalSequence, int *piDir );
void RagdollMoved( void );
virtual void GetToolRecordingState( KeyValues *msg );
virtual void CleanupToolRecordingState( KeyValues *msg );
void SetReceivedSequence( void );
virtual bool ShouldResetSequenceOnNewModel( void );
virtual bool IsViewModel() const;
virtual void UpdateOnRemove( void );
protected:
// View models scale their attachment positions to account for FOV. To get the unmodified
// attachment position (like if you're rendering something else during the view model's DrawModel call),
// use TransformViewModelAttachmentToWorld.
virtual void FormatViewModelAttachment( int nAttachment, matrix3x4_t &attachmentToWorld ) {}
// View models say yes to this.
bool IsBoneAccessAllowed() const;
CMouthInfo& MouthInfo();
// Models used in a ModelPanel say yes to this
virtual bool IsMenuModel() const;
// Allow studio models to tell C_BaseEntity what their m_nBody value is
virtual int GetStudioBody( void ) { return m_nBody; }
virtual bool CalcAttachments();
private:
// This method should return true if the bones have changed + SetupBones needs to be called
virtual float LastBoneChangedTime() { return FLT_MAX; }
CBoneList* RecordBones( CStudioHdr *hdr, matrix3x4_t *pBoneState );
bool PutAttachment( int number, const matrix3x4_t &attachmentToWorld );
void TermRopes();
void DelayedInitModelEffects( void );
void UpdateRelevantInterpolatedVars();
void AddBaseAnimatingInterpolatedVars();
void RemoveBaseAnimatingInterpolatedVars();
public:
CRagdoll *m_pRagdoll;
// Texture group to use
int m_nSkin;
// Object bodygroup
int m_nBody;
// Hitbox set to use (default 0)
int m_nHitboxSet;
CSequenceTransitioner m_SequenceTransitioner;
protected:
CIKContext *m_pIk;
int m_iEyeAttachment;
// Animation playback framerate
float m_flPlaybackRate;
// Decomposed ragdoll info
bool m_bStoreRagdollInfo;
RagdollInfo_t *m_pRagdollInfo;
Vector m_vecForce;
int m_nForceBone;
// Is bone cache valid
// bone transformation matrix
unsigned long m_iMostRecentModelBoneCounter;
unsigned long m_iMostRecentBoneSetupRequest;
int m_iPrevBoneMask;
int m_iAccumulatedBoneMask;
CBoneAccessor m_BoneAccessor;
CThreadFastMutex m_BoneSetupLock;
ClientSideAnimationListHandle_t m_ClientSideAnimationListHandle;
// Client-side animation
bool m_bClientSideFrameReset;
// Bone attachments. Used for attaching one BaseAnimating to another's bones.
// Client side only.
CUtlVector<CHandle<C_BaseAnimating> > m_BoneAttachments;
int m_boneIndexAttached;
Vector m_bonePosition;
QAngle m_boneAngles;
CHandle<C_BaseAnimating> m_pAttachedTo;
protected:
float m_fadeMinDist;
float m_fadeMaxDist;
float m_flFadeScale;
private:
float m_flGroundSpeed; // computed linear movement rate for current sequence
float m_flLastEventCheck; // cycle index of when events were last checked
bool m_bSequenceFinished;// flag set when StudioAdvanceFrame moves across a frame boundry
bool m_bSequenceLoops; // true if the sequence loops
// Mouth lipsync/envelope following values
CMouthInfo m_mouth;
CNetworkVar( float, m_flModelScale );
// Animation blending factors
float m_flPoseParameter[MAXSTUDIOPOSEPARAM];
CInterpolatedVarArray< float, MAXSTUDIOPOSEPARAM > m_iv_flPoseParameter;
float m_flOldPoseParameters[MAXSTUDIOPOSEPARAM];
int m_nPrevSequence;
int m_nRestoreSequence;
// Ropes that got spawned when the model was created.
CUtlLinkedList<C_RopeKeyframe*,unsigned short> m_Ropes;
// event processing info
float m_flPrevEventCycle;
int m_nEventSequence;
float m_flEncodedController[MAXSTUDIOBONECTRLS];
CInterpolatedVarArray< float, MAXSTUDIOBONECTRLS > m_iv_flEncodedController;
float m_flOldEncodedController[MAXSTUDIOBONECTRLS];
// Clientside animation
bool m_bClientSideAnimation;
bool m_bLastClientSideFrameReset;
int m_nNewSequenceParity;
int m_nResetEventsParity;
int m_nPrevNewSequenceParity;
int m_nPrevResetEventsParity;
bool m_builtRagdoll;
Vector m_vecPreRagdollMins;
Vector m_vecPreRagdollMaxs;
// Current animation sequence
int m_nSequence;
bool m_bReceivedSequence;
// Current cycle location from server
protected:
float m_flCycle;
CInterpolatedVar< float > m_iv_flCycle;
float m_flOldCycle;
bool m_bNoModelParticles;
private:
float m_flOldModelScale;
int m_nOldSequence;
CBoneMergeCache *m_pBoneMergeCache; // This caches the strcmp lookups that it has to do
// when merg
CUtlVector< matrix3x4_t > m_CachedBoneData; // never access this directly. Use m_BoneAccessor.
memhandle_t m_hitboxBoneCacheHandle;
float m_flLastBoneSetupTime;
CJiggleBones *m_pJiggleBones;
// Calculated attachment points
CUtlVector<CAttachmentData> m_Attachments;
bool SetupBones_AttachmentHelper( CStudioHdr *pStudioHdr );
EHANDLE m_hLightingOrigin;
EHANDLE m_hLightingOriginRelative;
// These are compared against each other to determine if the entity should muzzle flash.
CNetworkVar( unsigned char, m_nMuzzleFlashParity );
unsigned char m_nOldMuzzleFlashParity;
bool m_bInitModelEffects;
// Dynamic models
bool m_bDynamicModelAllowed;
bool m_bDynamicModelPending;
bool m_bResetSequenceInfoOnLoad;
CRefCountedModelIndex m_AutoRefModelIndex;
public:
void EnableDynamicModels() { m_bDynamicModelAllowed = true; }
bool IsDynamicModelLoading() const { return m_bDynamicModelPending; }
private:
virtual void OnModelLoadComplete( const model_t* pModel );
private:
void LockStudioHdr();
void UnlockStudioHdr();
mutable CStudioHdr *m_pStudioHdr;
mutable MDLHandle_t m_hStudioHdr;
CThreadFastMutex m_StudioHdrInitLock;
};
enum
{
RAGDOLL_FRICTION_OFF = -2,
RAGDOLL_FRICTION_NONE,
RAGDOLL_FRICTION_IN,
RAGDOLL_FRICTION_HOLD,
RAGDOLL_FRICTION_OUT,
};
class C_ClientRagdoll : public C_BaseAnimating, public IPVSNotify
{
public:
C_ClientRagdoll( bool bRestoring = true );
DECLARE_CLASS( C_ClientRagdoll, C_BaseAnimating );
DECLARE_DATADESC();
// inherited from IPVSNotify
virtual void OnPVSStatusChanged( bool bInPVS );
virtual void Release( void );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual void ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName );
void ClientThink( void );
void ReleaseRagdoll( void ) { m_bReleaseRagdoll = true; }
bool ShouldSavePhysics( void ) { return true; }
virtual void OnSave();
virtual void OnRestore();
virtual int ObjectCaps( void ) { return BaseClass::ObjectCaps() | FCAP_SAVE_NON_NETWORKABLE; }
virtual IPVSNotify* GetPVSNotifyInterface() { return this; }
void HandleAnimatedFriction( void );
virtual void SUB_Remove( void );
void FadeOut( void );
virtual float LastBoneChangedTime();
bool m_bFadeOut;
bool m_bImportant;
float m_flEffectTime;
private:
int m_iCurrentFriction;
int m_iMinFriction;
int m_iMaxFriction;
float m_flFrictionModTime;
float m_flFrictionTime;
int m_iFrictionAnimState;
bool m_bReleaseRagdoll;
bool m_bFadingOut;
float m_flScaleEnd[NUM_HITBOX_FIRES];
float m_flScaleTimeStart[NUM_HITBOX_FIRES];
float m_flScaleTimeEnd[NUM_HITBOX_FIRES];
};
//-----------------------------------------------------------------------------
// Purpose: Serves the 90% case of calling SetSequence / ResetSequenceInfo.
//-----------------------------------------------------------------------------
inline void C_BaseAnimating::ResetSequence(int nSequence)
{
SetSequence( nSequence );
ResetSequenceInfo();
}
inline float C_BaseAnimating::GetPlaybackRate()
{
return m_flPlaybackRate;
}
inline void C_BaseAnimating::SetPlaybackRate( float rate )
{
m_flPlaybackRate = rate;
}
inline const matrix3x4_t& C_BaseAnimating::GetBone( int iBone ) const
{
return m_BoneAccessor.GetBone( iBone );
}
inline matrix3x4_t& C_BaseAnimating::GetBoneForWrite( int iBone )
{
return m_BoneAccessor.GetBoneForWrite( iBone );
}
inline bool C_BaseAnimating::ShouldMuzzleFlash() const
{
return m_nOldMuzzleFlashParity != m_nMuzzleFlashParity;
}
inline float C_BaseAnimating::GetCycle() const
{
return m_flCycle;
}
//-----------------------------------------------------------------------------
// Purpose: return a pointer to an updated studiomdl cache cache
//-----------------------------------------------------------------------------
inline CStudioHdr *C_BaseAnimating::GetModelPtr() const
{
if ( IsDynamicModelLoading() )
return NULL;
#ifdef _DEBUG
// GetModelPtr() is often called before OnNewModel() so go ahead and set it up first chance.
// static IDataCacheSection *pModelCache = datacache->FindSection( "ModelData" );
// AssertOnce( pModelCache->IsFrameLocking() );
#endif
if ( !m_pStudioHdr )
{
const_cast<C_BaseAnimating *>(this)->LockStudioHdr();
}
Assert( m_pStudioHdr ? m_pStudioHdr->GetRenderHdr() == mdlcache->GetStudioHdr(m_hStudioHdr) : m_hStudioHdr == MDLHANDLE_INVALID );
return m_pStudioHdr;
}
inline void C_BaseAnimating::InvalidateMdlCache()
{
UnlockStudioHdr();
}
inline bool C_BaseAnimating::IsModelScaleFractional() const
{
return ( m_flModelScale < 1.0f );
}
inline bool C_BaseAnimating::IsModelScaled() const
{
return ( m_flModelScale > 1.0f+FLT_EPSILON || m_flModelScale < 1.0f-FLT_EPSILON );
}
//-----------------------------------------------------------------------------
// Sequence access
//-----------------------------------------------------------------------------
inline int C_BaseAnimating::GetSequence()
{
return m_nSequence;
}
inline bool C_BaseAnimating::IsSequenceFinished( void )
{
return m_bSequenceFinished;
}
inline float C_BaseAnimating::SequenceDuration( void )
{
return SequenceDuration( GetSequence() );
}
//-----------------------------------------------------------------------------
// Mouth
//-----------------------------------------------------------------------------
inline CMouthInfo& C_BaseAnimating::MouthInfo()
{
return m_mouth;
}
// FIXME: move these to somewhere that makes sense
void GetColumn( matrix3x4_t& src, int column, Vector &dest );
void SetColumn( Vector &src, int column, matrix3x4_t& dest );
EXTERN_RECV_TABLE(DT_BaseAnimating);
extern void DevMsgRT( PRINTF_FORMAT_STRING char const* pMsg, ... );
#endif // C_BASEANIMATING_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef C_BASEANIMATINGOVERLAY_H
#define C_BASEANIMATINGOVERLAY_H
#pragma once
#include "c_baseanimating.h"
// For shared code.
#define CBaseAnimatingOverlay C_BaseAnimatingOverlay
class C_BaseAnimatingOverlay : public C_BaseAnimating
{
public:
DECLARE_CLASS( C_BaseAnimatingOverlay, C_BaseAnimating );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_BaseAnimatingOverlay();
virtual CStudioHdr *OnNewModel();
C_AnimationLayer* GetAnimOverlay( int i );
void SetNumAnimOverlays( int num ); // This makes sure there is space for this # of layers.
int GetNumAnimOverlays() const;
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
void CheckForLayerChanges( CStudioHdr *hdr, float currentTime );
// model specific
virtual void AccumulateLayers( IBoneSetup &boneSetup, Vector pos[], Quaternion q[], float currentTime );
virtual void DoAnimationEvents( CStudioHdr *pStudioHdr );
enum
{
MAX_OVERLAYS = 15,
};
CUtlVector < C_AnimationLayer > m_AnimOverlay;
CUtlVector < CInterpolatedVar< C_AnimationLayer > > m_iv_AnimOverlay;
float m_flOverlayPrevEventCycle[ MAX_OVERLAYS ];
private:
C_BaseAnimatingOverlay( const C_BaseAnimatingOverlay & ); // not defined, not accessible
};
EXTERN_RECV_TABLE(DT_BaseAnimatingOverlay);
#endif // C_BASEANIMATINGOVERLAY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the client-side representation of CBaseCombatCharacter.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASECOMBATCHARACTER_H
#define C_BASECOMBATCHARACTER_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "c_baseflex.h"
#ifdef GLOWS_ENABLE
#include "glow_outline_effect.h"
#endif // GLOWS_ENABLE
class C_BaseCombatWeapon;
class C_WeaponCombatShield;
#define BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE 0.9f
class C_BaseCombatCharacter : public C_BaseFlex
{
DECLARE_CLASS( C_BaseCombatCharacter, C_BaseFlex );
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_BaseCombatCharacter( void );
virtual ~C_BaseCombatCharacter( void );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool IsBaseCombatCharacter( void ) { return true; };
virtual C_BaseCombatCharacter *MyCombatCharacterPointer( void ) { return this; }
// -----------------------
// Vision
// -----------------------
enum FieldOfViewCheckType { USE_FOV, DISREGARD_FOV };
bool IsAbleToSee( const CBaseEntity *entity, FieldOfViewCheckType checkFOV ); // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
bool IsAbleToSee( C_BaseCombatCharacter *pBCC, FieldOfViewCheckType checkFOV ); // Visible starts with line of sight, and adds all the extra game checks like fog, smoke, camo...
virtual bool IsLookingTowards( const CBaseEntity *target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsLookingTowards( const Vector &target, float cosTolerance = BCC_DEFAULT_LOOK_TOWARDS_TOLERANCE ) const; // return true if our view direction is pointing at the given target, within the cosine of the angular tolerance. LINE OF SIGHT IS NOT CHECKED.
virtual bool IsInFieldOfView( CBaseEntity *entity ) const; // Calls IsLookingAt with the current field of view.
virtual bool IsInFieldOfView( const Vector &pos ) const;
enum LineOfSightCheckType
{
IGNORE_NOTHING,
IGNORE_ACTORS
};
virtual bool IsLineOfSightClear( CBaseEntity *entity, LineOfSightCheckType checkType = IGNORE_NOTHING ) const;// strictly LOS check with no other considerations
virtual bool IsLineOfSightClear( const Vector &pos, LineOfSightCheckType checkType = IGNORE_NOTHING, CBaseEntity *entityToIgnore = NULL ) const;
// -----------------------
// Ammo
// -----------------------
void RemoveAmmo( int iCount, int iAmmoIndex );
void RemoveAmmo( int iCount, const char *szName );
void RemoveAllAmmo( );
int GetAmmoCount( int iAmmoIndex ) const;
int GetAmmoCount( char *szName ) const;
C_BaseCombatWeapon* Weapon_OwnsThisType( const char *pszWeapon, int iSubType = 0 ) const; // True if already owns a weapon of this class
virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 );
virtual bool Weapon_CanSwitchTo(C_BaseCombatWeapon *pWeapon);
// I can't use my current weapon anymore. Switch me to the next best weapon.
bool SwitchToNextBestWeapon(C_BaseCombatWeapon *pCurrent);
virtual C_BaseCombatWeapon *GetActiveWeapon( void ) const;
int WeaponCount() const;
C_BaseCombatWeapon *GetWeapon( int i ) const;
// This is a sort of hack back-door only used by physgun!
void SetAmmoCount( int iCount, int iAmmoIndex );
float GetNextAttack() const { return m_flNextAttack; }
void SetNextAttack( float flWait ) { m_flNextAttack = flWait; }
virtual int BloodColor();
// Blood color (see BLOOD_COLOR_* macros in baseentity.h)
void SetBloodColor( int nBloodColor );
virtual void DoMuzzleFlash();
#ifdef GLOWS_ENABLE
CGlowObject *GetGlowObject( void ){ return m_pGlowEffect; }
virtual void GetGlowEffectColor( float *r, float *g, float *b );
// void EnableGlowEffect( float r, float g, float b );
void SetClientSideGlowEnabled( bool bEnabled ){ m_bClientSideGlowEnabled = bEnabled; UpdateGlowEffect(); }
bool IsClientSideGlowEnabled( void ){ return m_bClientSideGlowEnabled; }
#endif // GLOWS_ENABLE
public:
float m_flNextAttack;
protected:
#ifdef GLOWS_ENABLE
virtual void UpdateGlowEffect( void );
virtual void DestroyGlowEffect( void );
#endif // GLOWS_ENABLE
int m_bloodColor; // color of blood particless
private:
bool ComputeLOS( const Vector &vecEyePosition, const Vector &vecTarget ) const;
CNetworkArray( int, m_iAmmo, MAX_AMMO_TYPES );
CHandle<C_BaseCombatWeapon> m_hMyWeapons[MAX_WEAPONS];
CHandle< C_BaseCombatWeapon > m_hActiveWeapon;
#ifdef GLOWS_ENABLE
bool m_bClientSideGlowEnabled; // client-side only value used for spectator
bool m_bGlowEnabled; // networked value
bool m_bOldGlowEnabled;
CGlowObject *m_pGlowEffect;
#endif // GLOWS_ENABLE
private:
C_BaseCombatCharacter( const C_BaseCombatCharacter & ); // not defined, not accessible
//-----------------------
#ifdef INVASION_CLIENT_DLL
public:
virtual void Release( void );
virtual void SetDormant( bool bDormant );
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
// TF2 Powerups
virtual bool CanBePoweredUp( void ) { return true; }
bool HasPowerup( int iPowerup ) { return ( m_iPowerups & (1 << iPowerup) ) != 0; };
virtual void PowerupStart( int iPowerup, bool bInitial );
virtual void PowerupEnd( int iPowerup );
void RemoveAllPowerups( void );
// Powerup effects
void AddEMPEffect( float flSize );
void AddBuffEffect( float flSize );
C_WeaponCombatShield *GetShield( void );
public:
int m_iPowerups;
int m_iPrevPowerups;
#endif
};
inline C_BaseCombatCharacter *ToBaseCombatCharacter( C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsBaseCombatCharacter() )
return NULL;
#if _DEBUG
return dynamic_cast<C_BaseCombatCharacter *>( pEntity );
#else
return static_cast<C_BaseCombatCharacter *>( pEntity );
#endif
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline int C_BaseCombatCharacter::WeaponCount() const
{
return MAX_WEAPONS;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : i -
//-----------------------------------------------------------------------------
inline C_BaseCombatWeapon *C_BaseCombatCharacter::GetWeapon( int i ) const
{
Assert( (i >= 0) && (i < MAX_WEAPONS) );
return m_hMyWeapons[i].Get();
}
EXTERN_RECV_TABLE(DT_BaseCombatCharacter);
#endif // C_BASECOMBATCHARACTER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's CBaseCombatWeapon entity
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASECOMBATWEAPON_H
#define C_BASECOMBATWEAPON_H
#ifdef _WIN32
#pragma once
#endif
#include "basecombatweapon_shared.h"
#include "weapons_resource.h"
class CViewSetup;
class C_BaseViewModel;
// Accessors for local weapons
C_BaseCombatWeapon *GetActiveWeapon( void );
#endif // C_BASECOMBATWEAPON

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#if !defined( C_BASEDOOR_H )
#define C_BASEDOOR_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#if defined( CLIENT_DLL )
#define CBaseDoor C_BaseDoor
#endif
class C_BaseDoor : public C_BaseEntity
{
public:
DECLARE_CLASS( C_BaseDoor, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_BaseDoor( void );
~C_BaseDoor( void );
public:
float m_flWaveHeight;
};
#endif // C_BASEDOOR_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
// Client-side CBasePlayer
#ifndef C_STUDIOFLEX_H
#define C_STUDIOFLEX_H
#pragma once
#include "c_baseanimating.h"
#include "c_baseanimatingoverlay.h"
#include "sceneentity_shared.h"
#include "utlvector.h"
//-----------------------------------------------------------------------------
// Purpose: Item in list of loaded scene files
//-----------------------------------------------------------------------------
class CFlexSceneFile
{
public:
enum
{
MAX_FLEX_FILENAME = 128,
};
char filename[ MAX_FLEX_FILENAME ];
void *buffer;
};
// For phoneme emphasis track
struct Emphasized_Phoneme;
class CSentence;
enum
{
PHONEME_CLASS_WEAK = 0,
PHONEME_CLASS_NORMAL,
PHONEME_CLASS_STRONG,
NUM_PHONEME_CLASSES
};
// Mapping for each loaded scene file used by this actor
struct FS_LocalToGlobal_t
{
explicit FS_LocalToGlobal_t() :
m_Key( 0 ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
explicit FS_LocalToGlobal_t( const flexsettinghdr_t *key ) :
m_Key( key ),
m_nCount( 0 ),
m_Mapping( 0 )
{
}
void SetCount( int count )
{
Assert( !m_Mapping );
Assert( count > 0 );
m_nCount = count;
m_Mapping = new int[ m_nCount ];
Q_memset( m_Mapping, 0, m_nCount * sizeof( int ) );
}
FS_LocalToGlobal_t( const FS_LocalToGlobal_t& src )
{
m_Key = src.m_Key;
delete m_Mapping;
m_Mapping = new int[ src.m_nCount ];
Q_memcpy( m_Mapping, src.m_Mapping, src.m_nCount * sizeof( int ) );
m_nCount = src.m_nCount;
}
~FS_LocalToGlobal_t()
{
delete m_Mapping;
m_nCount = 0;
m_Mapping = 0;
}
const flexsettinghdr_t *m_Key;
int m_nCount;
int *m_Mapping;
};
bool FlexSettingLessFunc( const FS_LocalToGlobal_t& lhs, const FS_LocalToGlobal_t& rhs );
class IHasLocalToGlobalFlexSettings
{
public:
virtual void EnsureTranslations( const flexsettinghdr_t *pSettinghdr ) = 0;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
struct Emphasized_Phoneme
{
// Global fields, setup at start
char classname[ 64 ];
bool required;
// Global fields setup first time tracks played
bool basechecked;
const flexsettinghdr_t *base;
const flexsetting_t *exp;
// Local fields, processed for each sentence
bool valid;
float amount;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_BaseFlex : public C_BaseAnimatingOverlay, public IHasLocalToGlobalFlexSettings
{
DECLARE_CLASS( C_BaseFlex, C_BaseAnimatingOverlay );
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_BaseFlex();
virtual ~C_BaseFlex();
virtual void Spawn();
virtual void InitPhonemeMappings();
void SetupMappings( char const *pchFileRoot );
virtual CStudioHdr *OnNewModel( void );
virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
virtual void OnThreadedDrawSetup();
// model specific
virtual void BuildTransformations( CStudioHdr *pStudioHdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed );
static void LinkToGlobalFlexControllers( CStudioHdr *hdr );
virtual void SetupWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual bool SetupGlobalWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
static void RunFlexDelay( int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights, float &flFlexDelayTime );
virtual void SetupLocalWeights( const matrix3x4_t *pBoneToWorld, int nFlexWeightCount, float *pFlexWeights, float *pFlexDelayedWeights );
virtual bool UsesFlexDelayedWeights();
static void RunFlexRules( CStudioHdr *pStudioHdr, float *dest );
virtual Vector SetViewTarget( CStudioHdr *pStudioHdr );
virtual bool GetSoundSpatialization( SpatializationInfo_t& info );
virtual void GetToolRecordingState( KeyValues *msg );
// Called at the lowest level to actually apply a flex animation
void AddFlexAnimation( CSceneEventInfo *info );
void SetFlexWeight( LocalFlexController_t index, float value );
float GetFlexWeight( LocalFlexController_t index );
// Look up flex controller index by global name
LocalFlexController_t FindFlexController( const char *szName );
public:
Vector m_viewtarget;
CInterpolatedVar< Vector > m_iv_viewtarget;
// indexed by model local flexcontroller
float m_flexWeight[MAXSTUDIOFLEXCTRL];
CInterpolatedVarArray< float, MAXSTUDIOFLEXCTRL > m_iv_flexWeight;
int m_blinktoggle;
static int AddGlobalFlexController( const char *szName );
static char const *GetGlobalFlexControllerName( int idx );
// bah, this should be unified with all prev/current stuff.
public:
// Keep track of what scenes are being played
void StartChoreoScene( CChoreoScene *scene );
void RemoveChoreoScene( CChoreoScene *scene );
// Start the specifics of an scene event
virtual bool StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, C_BaseEntity *pTarget );
// Manipulation of events for the object
// Should be called by think function to process all scene events
// The default implementation resets m_flexWeight array and calls
// AddSceneEvents
virtual void ProcessSceneEvents( bool bFlexEvents );
// Assumes m_flexWeight array has been set up, this adds the actual currently playing
// expressions to the flex weights and adds other scene events as needed
virtual bool ProcessSceneEvent( bool bFlexEvents, CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
virtual bool ProcessSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
// Remove all playing events
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
// Stop specifics of event
virtual bool ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled );
// Add the event to the queue for this actor
void AddSceneEvent( CChoreoScene *scene, CChoreoEvent *event, C_BaseEntity *pTarget = NULL, bool bClientSide = false );
// Remove the event from the queue for this actor
void RemoveSceneEvent( CChoreoScene *scene, CChoreoEvent *event, bool fastKill );
// Checks to see if the event should be considered "completed"
bool CheckSceneEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
// Checks to see if a event should be considered "completed"
virtual bool CheckSceneEventCompletion( CSceneEventInfo *info, float currenttime, CChoreoScene *scene, CChoreoEvent *event );
int FlexControllerLocalToGlobal( const flexsettinghdr_t *pSettinghdr, int key );
// IHasLocalToGlobalFlexSettings
virtual void EnsureTranslations( const flexsettinghdr_t *pSettinghdr );
// For handling scene files
void *FindSceneFile( const char *filename );
private:
bool RequestStartSequenceSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget );
bool ProcessFlexAnimationSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
bool ProcessFlexSettingSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event );
void AddFlexSetting( const char *expr, float scale,
const flexsettinghdr_t *pSettinghdr, bool newexpression );
// Array of active SceneEvents, in order oldest to newest
CUtlVector < CSceneEventInfo > m_SceneEvents;
CUtlVector < CChoreoScene * > m_ActiveChoreoScenes;
bool HasSceneEvents() const;
private:
CUtlRBTree< FS_LocalToGlobal_t, unsigned short > m_LocalToGlobal;
float m_blinktime;
int m_prevblinktoggle;
int m_iBlink;
LocalFlexController_t m_iEyeUpdown;
LocalFlexController_t m_iEyeRightleft;
bool m_bSearchedForEyeFlexes;
int m_iMouthAttachment;
float m_flFlexDelayTime;
float *m_flFlexDelayedWeight;
int m_cFlexDelayedWeight;
// shared flex controllers
static int g_numflexcontrollers;
static char *g_flexcontroller[MAXSTUDIOFLEXCTRL*4]; // room for global set of flexcontrollers
static float g_flexweight[MAXSTUDIOFLEXDESC];
protected:
Emphasized_Phoneme m_PhonemeClasses[ NUM_PHONEME_CLASSES ];
private:
C_BaseFlex( const C_BaseFlex & ); // not defined, not accessible
const flexsetting_t *FindNamedSetting( const flexsettinghdr_t *pSettinghdr, const char *expr );
void ProcessVisemes( Emphasized_Phoneme *classes );
void AddVisemesForSentence( Emphasized_Phoneme *classes, float emphasis_intensity, CSentence *sentence, float t, float dt, bool juststarted );
void AddViseme( Emphasized_Phoneme *classes, float emphasis_intensity, int phoneme, float scale, bool newexpression );
bool SetupEmphasisBlend( Emphasized_Phoneme *classes, int phoneme );
void ComputeBlendedSetting( Emphasized_Phoneme *classes, float emphasis_intensity );
#ifdef HL2_CLIENT_DLL
public:
Vector m_vecLean;
CInterpolatedVar< Vector > m_iv_vecLean;
Vector m_vecShift;
CInterpolatedVar< Vector > m_iv_vecShift;
#endif
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CFlexSceneFileManager : CAutoGameSystem
{
public:
CFlexSceneFileManager() : CAutoGameSystem( "CFlexSceneFileManager" )
{
}
virtual bool Init();
virtual void Shutdown();
void EnsureTranslations( IHasLocalToGlobalFlexSettings *instance, const flexsettinghdr_t *pSettinghdr );
void *FindSceneFile( IHasLocalToGlobalFlexSettings *instance, const char *filename, bool allowBlockingIO );
private:
void DeleteSceneFiles();
CUtlVector< CFlexSceneFile * > m_FileList;
};
//-----------------------------------------------------------------------------
// Do we have active expressions?
//-----------------------------------------------------------------------------
inline bool C_BaseFlex::HasSceneEvents() const
{
return m_SceneEvents.Count() != 0;
}
EXTERN_RECV_TABLE(DT_BaseFlex);
float *GetVisemeWeights( int phoneme );
#endif // C_STUDIOFLEX_H

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game/client/c_baseplayer.h Normal file
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client-side CBasePlayer.
//
// - Manages the player's flashlight effect.
//
//=============================================================================//
#ifndef C_BASEPLAYER_H
#define C_BASEPLAYER_H
#ifdef _WIN32
#pragma once
#endif
#include "c_playerlocaldata.h"
#include "c_basecombatcharacter.h"
#include "PlayerState.h"
#include "usercmd.h"
#include "shareddefs.h"
#include "timedevent.h"
#include "smartptr.h"
#include "fx_water.h"
#include "hintsystem.h"
#include "SoundEmitterSystem/isoundemittersystembase.h"
#include "c_env_fog_controller.h"
#include "igameevents.h"
#include "GameEventListener.h"
#if defined USES_ECON_ITEMS
#include "econ_item.h"
#include "game_item_schema.h"
#include "econ_item_view.h"
#endif
class C_BaseCombatWeapon;
class C_BaseViewModel;
class C_FuncLadder;
class CFlashlightEffect;
class C_EconWearable;
extern int g_nKillCamMode;
extern int g_nKillCamTarget1;
extern int g_nKillCamTarget2;
class C_CommandContext
{
public:
bool needsprocessing;
CUserCmd cmd;
int command_number;
};
class C_PredictionError
{
public:
float time;
Vector error;
};
#define CHASE_CAM_DISTANCE_MIN 16.0f
#define CHASE_CAM_DISTANCE_MAX 96.0f
#define WALL_OFFSET 6.0f
bool IsInFreezeCam( void );
//-----------------------------------------------------------------------------
// Purpose: Base Player class
//-----------------------------------------------------------------------------
class C_BasePlayer : public C_BaseCombatCharacter, public CGameEventListener
{
public:
DECLARE_CLASS( C_BasePlayer, C_BaseCombatCharacter );
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
DECLARE_INTERPOLATION();
C_BasePlayer();
virtual ~C_BasePlayer();
virtual void Spawn( void );
virtual void SharedSpawn(); // Shared between client and server.
virtual bool GetSteamID( CSteamID *pID );
// IClientEntity overrides.
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void OnRestore();
virtual void AddEntity( void );
virtual void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
virtual void GetToolRecordingState( KeyValues *msg );
virtual float GetPlayerMaxSpeed();
void SetAnimationExtension( const char *pExtension );
C_BaseViewModel *GetViewModel( int viewmodelindex = 0, bool bObserverOK=true );
C_BaseCombatWeapon *GetActiveWeapon( void ) const;
const char *GetTracerType( void );
// View model prediction setup
virtual void CalcView( Vector &eyeOrigin, QAngle &eyeAngles, float &zNear, float &zFar, float &fov );
virtual void CalcViewModelView( const Vector& eyeOrigin, const QAngle& eyeAngles);
// Handle view smoothing when going up stairs
void SmoothViewOnStairs( Vector& eyeOrigin );
virtual float CalcRoll (const QAngle& angles, const Vector& velocity, float rollangle, float rollspeed);
void CalcViewRoll( QAngle& eyeAngles );
void CreateWaterEffects( void );
virtual void SetPlayerUnderwater( bool state );
void UpdateUnderwaterState( void );
bool IsPlayerUnderwater( void ) { return m_bPlayerUnderwater; }
virtual Vector Weapon_ShootPosition();
virtual void Weapon_DropPrimary( void ) {}
virtual Vector GetAutoaimVector( float flScale );
void SetSuitUpdate(const char *name, int fgroup, int iNoRepeat);
// Input handling
virtual bool CreateMove( float flInputSampleTime, CUserCmd *pCmd );
virtual void AvoidPhysicsProps( CUserCmd *pCmd );
virtual void PlayerUse( void );
CBaseEntity *FindUseEntity( void );
virtual bool IsUseableEntity( CBaseEntity *pEntity, unsigned int requiredCaps );
// Data handlers
virtual bool IsPlayer( void ) const { return true; }
virtual int GetHealth() const { return m_iHealth; }
int GetBonusProgress() const { return m_iBonusProgress; }
int GetBonusChallenge() const { return m_iBonusChallenge; }
// observer mode
virtual int GetObserverMode() const;
void SetObserverMode ( int iNewMode );
virtual CBaseEntity *GetObserverTarget() const;
void SetObserverTarget( EHANDLE hObserverTarget );
bool AudioStateIsUnderwater( Vector vecMainViewOrigin );
bool IsObserver() const;
bool IsHLTV() const;
bool IsReplay() const;
void ResetObserverMode();
bool IsBot( void ) const { return false; }
// Eye position..
virtual Vector EyePosition();
virtual const QAngle &EyeAngles(); // Direction of eyes
void EyePositionAndVectors( Vector *pPosition, Vector *pForward, Vector *pRight, Vector *pUp );
virtual const QAngle &LocalEyeAngles(); // Direction of eyes
// This can be overridden to return something other than m_pRagdoll if the mod uses separate
// entities for ragdolls.
virtual IRagdoll* GetRepresentativeRagdoll() const;
// override the initial bone position for ragdolls
virtual bool GetRagdollInitBoneArrays( matrix3x4_t *pDeltaBones0, matrix3x4_t *pDeltaBones1, matrix3x4_t *pCurrentBones, float boneDt ) OVERRIDE;
// Returns eye vectors
void EyeVectors( Vector *pForward, Vector *pRight = NULL, Vector *pUp = NULL );
void CacheVehicleView( void ); // Calculate and cache the position of the player in the vehicle
bool IsSuitEquipped( void ) { return m_Local.m_bWearingSuit; };
// Team handlers
virtual void TeamChange( int iNewTeam );
// Flashlight
void Flashlight( void );
void UpdateFlashlight( void );
// Weapon selection code
virtual bool IsAllowedToSwitchWeapons( void ) { return !IsObserver(); }
virtual C_BaseCombatWeapon *GetActiveWeaponForSelection( void );
// Returns the view model if this is the local player. If you're in third person or
// this is a remote player, it returns the active weapon
// (and its appropriate left/right weapon if this is TF2).
virtual C_BaseAnimating* GetRenderedWeaponModel();
virtual bool IsOverridingViewmodel( void ) { return false; };
virtual int DrawOverriddenViewmodel( C_BaseViewModel *pViewmodel, int flags ) { return 0; };
virtual float GetDefaultAnimSpeed( void ) { return 1.0; }
void SetMaxSpeed( float flMaxSpeed ) { m_flMaxspeed = flMaxSpeed; }
float MaxSpeed() const { return m_flMaxspeed; }
// Should this object cast shadows?
virtual ShadowType_t ShadowCastType() { return SHADOWS_NONE; }
virtual bool ShouldReceiveProjectedTextures( int flags )
{
return false;
}
bool IsLocalPlayer( void ) const;
// Global/static methods
virtual void ThirdPersonSwitch( bool bThirdperson );
static bool LocalPlayerInFirstPersonView();
static bool ShouldDrawLocalPlayer();
static C_BasePlayer *GetLocalPlayer( void );
int GetUserID( void );
virtual bool CanSetSoundMixer( void );
virtual int GetVisionFilterFlags( bool bWeaponsCheck = false ) { return 0x00; }
bool HasVisionFilterFlags( int nFlags, bool bWeaponsCheck = false ) { return ( GetVisionFilterFlags( bWeaponsCheck ) & nFlags ) == nFlags; }
virtual void CalculateVisionUsingCurrentFlags( void ) {}
void BuildFirstPersonMeathookTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, const char *pchHeadBoneName );
// Specific queries about this player.
bool InFirstPersonView();
bool ShouldDrawThisPlayer();
// Called by the view model if its rendering is being overridden.
virtual bool ViewModel_IsTransparent( void );
virtual bool ViewModel_IsUsingFBTexture( void );
#if !defined( NO_ENTITY_PREDICTION )
void AddToPlayerSimulationList( C_BaseEntity *other );
void SimulatePlayerSimulatedEntities( void );
void RemoveFromPlayerSimulationList( C_BaseEntity *ent );
void ClearPlayerSimulationList( void );
#endif
virtual void PhysicsSimulate( void );
virtual unsigned int PhysicsSolidMaskForEntity( void ) const { return MASK_PLAYERSOLID; }
// Prediction stuff
virtual bool ShouldPredict( void );
virtual void PreThink( void );
virtual void PostThink( void );
virtual void ItemPreFrame( void );
virtual void ItemPostFrame( void );
virtual void AbortReload( void );
virtual void SelectLastItem(void);
virtual void Weapon_SetLast( C_BaseCombatWeapon *pWeapon );
virtual bool Weapon_ShouldSetLast( C_BaseCombatWeapon *pOldWeapon, C_BaseCombatWeapon *pNewWeapon ) { return true; }
virtual bool Weapon_ShouldSelectItem( C_BaseCombatWeapon *pWeapon );
virtual bool Weapon_Switch( C_BaseCombatWeapon *pWeapon, int viewmodelindex = 0 ); // Switch to given weapon if has ammo (false if failed)
virtual C_BaseCombatWeapon *GetLastWeapon( void ) { return m_hLastWeapon.Get(); }
void ResetAutoaim( void );
virtual void SelectItem( const char *pstr, int iSubType = 0 );
virtual void UpdateClientData( void );
virtual float GetFOV( void );
int GetDefaultFOV( void ) const;
virtual bool IsZoomed( void ) { return false; }
bool SetFOV( CBaseEntity *pRequester, int FOV, float zoomRate = 0.0f, int iZoomStart = 0 );
void ClearZoomOwner( void );
float GetFOVDistanceAdjustFactor();
virtual void ViewPunch( const QAngle &angleOffset );
void ViewPunchReset( float tolerance = 0 );
void UpdateButtonState( int nUserCmdButtonMask );
int GetImpulse( void ) const;
virtual void Simulate();
virtual bool ShouldInterpolate();
virtual bool ShouldDraw();
virtual int DrawModel( int flags );
// Called when not in tactical mode. Allows view to be overriden for things like driving a tank.
virtual void OverrideView( CViewSetup *pSetup );
// returns the player name
const char * GetPlayerName();
virtual const Vector GetPlayerMins( void ) const; // uses local player
virtual const Vector GetPlayerMaxs( void ) const; // uses local player
// Is the player dead?
bool IsPlayerDead();
bool IsPoisoned( void ) { return m_Local.m_bPoisoned; }
C_BaseEntity *GetUseEntity();
// Vehicles...
IClientVehicle *GetVehicle();
bool IsInAVehicle() const { return ( NULL != m_hVehicle.Get() ) ? true : false; }
virtual void SetVehicleRole( int nRole );
void LeaveVehicle( void );
bool UsingStandardWeaponsInVehicle( void );
virtual void SetAnimation( PLAYER_ANIM playerAnim );
float GetTimeBase( void ) const;
float GetFinalPredictedTime() const;
bool IsInVGuiInputMode() const;
bool IsInViewModelVGuiInputMode() const;
C_CommandContext *GetCommandContext();
// Get the command number associated with the current usercmd we're running (if in predicted code).
int CurrentCommandNumber() const;
const CUserCmd *GetCurrentUserCommand() const;
const QAngle& GetPunchAngle();
void SetPunchAngle( const QAngle &angle );
float GetWaterJumpTime() const;
void SetWaterJumpTime( float flWaterJumpTime );
float GetSwimSoundTime( void ) const;
void SetSwimSoundTime( float flSwimSoundTime );
float GetDeathTime( void ) { return m_flDeathTime; }
void SetPreviouslyPredictedOrigin( const Vector &vecAbsOrigin );
const Vector &GetPreviouslyPredictedOrigin() const;
// CS wants to allow small FOVs for zoomed-in AWPs.
virtual float GetMinFOV() const;
virtual void DoMuzzleFlash();
virtual void PlayPlayerJingle();
virtual void UpdateStepSound( surfacedata_t *psurface, const Vector &vecOrigin, const Vector &vecVelocity );
virtual void PlayStepSound( Vector &vecOrigin, surfacedata_t *psurface, float fvol, bool force );
virtual surfacedata_t * GetFootstepSurface( const Vector &origin, const char *surfaceName );
virtual void GetStepSoundVelocities( float *velwalk, float *velrun );
virtual void SetStepSoundTime( stepsoundtimes_t iStepSoundTime, bool bWalking );
virtual const char *GetOverrideStepSound( const char *pszBaseStepSoundName ) { return pszBaseStepSoundName; }
virtual void OnEmitFootstepSound( const CSoundParameters& params, const Vector& vecOrigin, float fVolume ) {}
// Called by prediction when it detects a prediction correction.
// vDelta is the line from where the client had predicted the player to at the usercmd in question,
// to where the server says the client should be at said usercmd.
void NotePredictionError( const Vector &vDelta );
// Called by the renderer to apply the prediction error smoothing.
void GetPredictionErrorSmoothingVector( Vector &vOffset );
virtual void ExitLadder() {}
surfacedata_t *GetLadderSurface( const Vector &origin );
surfacedata_t *GetSurfaceData( void ) { return m_pSurfaceData; }
void SetLadderNormal( Vector vecLadderNormal ) { m_vecLadderNormal = vecLadderNormal; }
// Hints
virtual CHintSystem *Hints( void ) { return NULL; }
bool ShouldShowHints( void ) { return Hints() ? Hints()->ShouldShowHints() : false; }
bool HintMessage( int hint, bool bForce = false, bool bOnlyIfClear = false ) { return Hints() ? Hints()->HintMessage( hint, bForce, bOnlyIfClear ) : false; }
void HintMessage( const char *pMessage ) { if (Hints()) Hints()->HintMessage( pMessage ); }
virtual IMaterial *GetHeadLabelMaterial( void );
// Fog
fogparams_t *GetFogParams( void ) { return &m_CurrentFog; }
void FogControllerChanged( bool bSnap );
void UpdateFogController( void );
void UpdateFogBlend( void );
float GetFOVTime( void ){ return m_flFOVTime; }
virtual void OnAchievementAchieved( int iAchievement ) {}
bool ShouldAnnounceAchievement( void ){ return m_flNextAchievementAnnounceTime < gpGlobals->curtime; }
void SetNextAchievementAnnounceTime( float flTime ){ m_flNextAchievementAnnounceTime = flTime; }
#if defined USES_ECON_ITEMS
// Wearables
virtual void UpdateWearables();
C_EconWearable *GetWearable( int i ) { return m_hMyWearables[i]; }
int GetNumWearables( void ) { return m_hMyWearables.Count(); }
#endif
bool HasFiredWeapon( void ) { return m_bFiredWeapon; }
void SetFiredWeapon( bool bFlag ) { m_bFiredWeapon = bFlag; }
virtual bool CanUseFirstPersonCommand( void ){ return true; }
protected:
fogparams_t m_CurrentFog;
EHANDLE m_hOldFogController;
public:
int m_StuckLast;
// Data for only the local player
CNetworkVarEmbedded( CPlayerLocalData, m_Local );
#if defined USES_ECON_ITEMS
CNetworkVarEmbedded( CAttributeList, m_AttributeList );
#endif
// Data common to all other players, too
CPlayerState pl;
// Player FOV values
int m_iFOV; // field of view
int m_iFOVStart; // starting value of the FOV changing over time (client only)
float m_flFOVTime; // starting time of the FOV zoom
int m_iDefaultFOV; // default FOV if no other zooms are occurring
EHANDLE m_hZoomOwner; // This is a pointer to the entity currently controlling the player's zoom
// Only this entity can change the zoom state once it has ownership
// For weapon prediction
bool m_fOnTarget; //Is the crosshair on a target?
char m_szAnimExtension[32];
int m_afButtonLast;
int m_afButtonPressed;
int m_afButtonReleased;
int m_nButtons;
CUserCmd *m_pCurrentCommand;
// Movement constraints
EHANDLE m_hConstraintEntity;
Vector m_vecConstraintCenter;
float m_flConstraintRadius;
float m_flConstraintWidth;
float m_flConstraintSpeedFactor;
protected:
void CalcPlayerView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcVehicleView(IClientVehicle *pVehicle, Vector& eyeOrigin, QAngle& eyeAngles,
float& zNear, float& zFar, float& fov );
virtual void CalcObserverView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual Vector GetChaseCamViewOffset( CBaseEntity *target );
void CalcChaseCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual void CalcInEyeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
virtual float GetDeathCamInterpolationTime();
virtual void CalcDeathCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
void CalcRoamingView(Vector& eyeOrigin, QAngle& eyeAngles, float& fov);
virtual void CalcFreezeCamView( Vector& eyeOrigin, QAngle& eyeAngles, float& fov );
// Check to see if we're in vgui input mode...
void DetermineVguiInputMode( CUserCmd *pCmd );
// Used by prediction, sets the view angles for the player
virtual void SetLocalViewAngles( const QAngle &viewAngles );
virtual void SetViewAngles( const QAngle& ang );
// used by client side player footsteps
surfacedata_t* GetGroundSurface();
virtual void FireGameEvent( IGameEvent *event );
protected:
// Did we just enter a vehicle this frame?
bool JustEnteredVehicle();
// DATA
int m_iObserverMode; // if in spectator mode != 0
EHANDLE m_hObserverTarget; // current observer target
float m_flObserverChaseDistance; // last distance to observer traget
Vector m_vecFreezeFrameStart;
float m_flFreezeFrameStartTime; // Time at which we entered freeze frame observer mode
float m_flFreezeFrameDistance;
bool m_bWasFreezeFraming;
float m_flDeathTime; // last time player died
float m_flStepSoundTime;
bool m_IsFootprintOnLeft;
private:
// Make sure no one calls this...
C_BasePlayer& operator=( const C_BasePlayer& src );
C_BasePlayer( const C_BasePlayer & ); // not defined, not accessible
// Vehicle stuff.
EHANDLE m_hVehicle;
EHANDLE m_hOldVehicle;
EHANDLE m_hUseEntity;
float m_flMaxspeed;
int m_iBonusProgress;
int m_iBonusChallenge;
CInterpolatedVar< Vector > m_iv_vecViewOffset;
// Not replicated
Vector m_vecWaterJumpVel;
float m_flWaterJumpTime; // used to be called teleport_time
int m_nImpulse;
float m_flSwimSoundTime;
Vector m_vecLadderNormal;
QAngle m_vecOldViewAngles;
bool m_bWasFrozen;
int m_flPhysics;
int m_nTickBase;
int m_nFinalPredictedTick;
EHANDLE m_pCurrentVguiScreen;
bool m_bFiredWeapon;
// Player flashlight dynamic light pointers
CFlashlightEffect *m_pFlashlight;
typedef CHandle<C_BaseCombatWeapon> CBaseCombatWeaponHandle;
CNetworkVar( CBaseCombatWeaponHandle, m_hLastWeapon );
#if !defined( NO_ENTITY_PREDICTION )
CUtlVector< CHandle< C_BaseEntity > > m_SimulatedByThisPlayer;
#endif
// players own view models, left & right hand
CHandle< C_BaseViewModel > m_hViewModel[ MAX_VIEWMODELS ];
float m_flOldPlayerZ;
float m_flOldPlayerViewOffsetZ;
Vector m_vecVehicleViewOrigin; // Used to store the calculated view of the player while riding in a vehicle
QAngle m_vecVehicleViewAngles; // Vehicle angles
float m_flVehicleViewFOV;
int m_nVehicleViewSavedFrame; // Used to mark which frame was the last one the view was calculated for
// For UI purposes...
int m_iOldAmmo[ MAX_AMMO_TYPES ];
C_CommandContext m_CommandContext;
// For underwater effects
float m_flWaterSurfaceZ;
bool m_bResampleWaterSurface;
TimedEvent m_tWaterParticleTimer;
CSmartPtr<WaterDebrisEffect> m_pWaterEmitter;
bool m_bPlayerUnderwater;
friend class CPrediction;
// HACK FOR TF2 Prediction
friend class CTFGameMovementRecon;
friend class CGameMovement;
friend class CTFGameMovement;
friend class CHL1GameMovement;
friend class CCSGameMovement;
friend class CHL2GameMovement;
friend class CDODGameMovement;
friend class CPortalGameMovement;
// Accessors for gamemovement
float GetStepSize( void ) const { return m_Local.m_flStepSize; }
float m_flNextAvoidanceTime;
float m_flAvoidanceRight;
float m_flAvoidanceForward;
float m_flAvoidanceDotForward;
float m_flAvoidanceDotRight;
protected:
virtual bool IsDucked( void ) const { return m_Local.m_bDucked; }
virtual bool IsDucking( void ) const { return m_Local.m_bDucking; }
virtual float GetFallVelocity( void ) { return m_Local.m_flFallVelocity; }
bool ForceSetupBonesAtTimeFakeInterpolation( matrix3x4_t *pBonesOut, float curtimeOffset );
float m_flLaggedMovementValue;
// These are used to smooth out prediction corrections. They're most useful when colliding with
// vphysics objects. The server will be sending constant prediction corrections, and these can help
// the errors not be so jerky.
Vector m_vecPredictionError;
float m_flPredictionErrorTime;
Vector m_vecPreviouslyPredictedOrigin; // Used to determine if non-gamemovement game code has teleported, or tweaked the player's origin
char m_szLastPlaceName[MAX_PLACE_NAME_LENGTH]; // received from the server
// Texture names and surface data, used by CGameMovement
int m_surfaceProps;
surfacedata_t* m_pSurfaceData;
float m_surfaceFriction;
char m_chTextureType;
bool m_bSentFreezeFrame;
float m_flFreezeZOffset;
float m_flNextAchievementAnnounceTime;
int m_nForceVisionFilterFlags; // Force our vision filter to a specific setting
int m_nLocalPlayerVisionFlags;
#if defined USES_ECON_ITEMS
// Wearables
CUtlVector<CHandle<C_EconWearable > > m_hMyWearables;
#endif
private:
struct StepSoundCache_t
{
StepSoundCache_t() : m_usSoundNameIndex( 0 ) {}
CSoundParameters m_SoundParameters;
unsigned short m_usSoundNameIndex;
};
// One for left and one for right side of step
StepSoundCache_t m_StepSoundCache[ 2 ];
public:
const char *GetLastKnownPlaceName( void ) const { return m_szLastPlaceName; } // return the last nav place name the player occupied
float GetLaggedMovementValue( void ){ return m_flLaggedMovementValue; }
bool ShouldGoSouth( Vector vNPCForward, Vector vNPCRight ); //Such a bad name.
void SetOldPlayerZ( float flOld ) { m_flOldPlayerZ = flOld; }
};
EXTERN_RECV_TABLE(DT_BasePlayer);
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline C_BasePlayer *ToBasePlayer( C_BaseEntity *pEntity )
{
if ( !pEntity || !pEntity->IsPlayer() )
return NULL;
#if _DEBUG
Assert( dynamic_cast<C_BasePlayer *>( pEntity ) != NULL );
#endif
return static_cast<C_BasePlayer *>( pEntity );
}
inline C_BaseEntity *C_BasePlayer::GetUseEntity()
{
return m_hUseEntity;
}
inline IClientVehicle *C_BasePlayer::GetVehicle()
{
C_BaseEntity *pVehicleEnt = m_hVehicle.Get();
return pVehicleEnt ? pVehicleEnt->GetClientVehicle() : NULL;
}
inline bool C_BasePlayer::IsObserver() const
{
return (GetObserverMode() != OBS_MODE_NONE);
}
inline int C_BasePlayer::GetImpulse( void ) const
{
return m_nImpulse;
}
inline C_CommandContext* C_BasePlayer::GetCommandContext()
{
return &m_CommandContext;
}
inline int CBasePlayer::CurrentCommandNumber() const
{
Assert( m_pCurrentCommand );
return m_pCurrentCommand->command_number;
}
inline const CUserCmd *CBasePlayer::GetCurrentUserCommand() const
{
Assert( m_pCurrentCommand );
return m_pCurrentCommand;
}
#endif // C_BASEPLAYER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASETEMPENTITY_H
#define C_BASETEMPENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "client_class.h"
#include "iclientnetworkable.h"
#include "c_recipientfilter.h"
//-----------------------------------------------------------------------------
// Purpose: Base class for TEs. All TEs should derive from this and at
// least implement OnDataChanged to be notified when the TE has been received
// from the server
//-----------------------------------------------------------------------------
class C_BaseTempEntity : public IClientUnknown, public IClientNetworkable
{
public:
DECLARE_CLASS_NOBASE( C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_BaseTempEntity( void );
virtual ~C_BaseTempEntity( void );
// IClientUnknown implementation.
public:
virtual void SetRefEHandle( const CBaseHandle &handle ) { Assert( false ); }
virtual const CBaseHandle& GetRefEHandle() const { return *((CBaseHandle*)0); }
virtual IClientUnknown* GetIClientUnknown() { return this; }
virtual ICollideable* GetCollideable() { return 0; }
virtual IClientNetworkable* GetClientNetworkable() { return this; }
virtual IClientRenderable* GetClientRenderable() { return 0; }
virtual IClientEntity* GetIClientEntity() { return 0; }
virtual C_BaseEntity* GetBaseEntity() { return 0; }
virtual IClientThinkable* GetClientThinkable() { return 0; }
// IClientNetworkable overrides.
public:
virtual void Release();
virtual void NotifyShouldTransmit( ShouldTransmitState_t state );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void OnDataUnchangedInPVS( void ) { }
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void SetDormant( bool bDormant );
virtual bool IsDormant( void );
virtual int entindex( void ) const;
virtual void ReceiveMessage( int classID, bf_read &msg );
virtual void* GetDataTableBasePtr();
virtual void SetDestroyedOnRecreateEntities( void );
public:
// Dummy for CNetworkVars.
void NetworkStateChanged() {}
void NetworkStateChanged( void *pVar ) {}
virtual bool Init(int entnum, int iSerialNum);
virtual void Precache( void );
// For dynamic entities, return true to allow destruction
virtual bool ShouldDestroy( void ) { return false; };
C_BaseTempEntity *GetNext( void );
// Get list of tempentities
static C_BaseTempEntity *GetList( void );
C_BaseTempEntity *GetNextDynamic( void );
// Determine the color modulation amount
void GetColorModulation( float* color )
{
assert(color);
color[0] = color[1] = color[2] = 1.0f;
}
// Should this object be able to have shadows cast onto it?
virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
// Static members
public:
// List of dynamically allocated temp entis
static C_BaseTempEntity *GetDynamicList();
// Called at startup to allow temp entities to precache any models/sounds that they need
static void PrecacheTempEnts( void );
static void ClearDynamicTempEnts( void );
static void CheckDynamicTempEnts( void );
private:
// Next in chain
C_BaseTempEntity *m_pNext;
C_BaseTempEntity *m_pNextDynamic;
// TEs add themselves to this list for the executable.
static C_BaseTempEntity *s_pTempEntities;
static C_BaseTempEntity *s_pDynamicEntities;
};
#endif // C_BASETEMPENTITY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client side view model implementation. Responsible for drawing
// the view model.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_BASEVIEWMODEL_H
#define C_BASEVIEWMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseanimating.h"
#include "utlvector.h"
#include "baseviewmodel_shared.h"
#endif // C_BASEVIEWMODEL_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_BREAKABLEPROP_H
#define C_BREAKABLEPROP_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_BreakableProp : public C_BaseAnimating
{
typedef C_BaseAnimating BaseClass;
public:
DECLARE_CLIENTCLASS();
C_BreakableProp();
virtual void SetFadeMinMax( float fademin, float fademax );
// Copy fade from another breakable prop
void CopyFadeFrom( C_BreakableProp *pSource );
};
#endif // C_BREAKABLEPROP_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_EFFECTS_H
#define C_EFFECTS_H
#ifdef _WIN32
#pragma once
#endif
// Draw rain effects.
void DrawPrecipitation();
#endif // C_EFFECTS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENTITY_DISSOLVE_H
#define C_ENTITY_DISSOLVE_H
#include "cbase.h"
//-----------------------------------------------------------------------------
// Entity Dissolve, client-side implementation
//-----------------------------------------------------------------------------
class C_EntityDissolve : public C_BaseEntity, public IMotionEvent
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityDissolve, C_BaseEntity );
C_EntityDissolve( void );
// Inherited from C_BaseEntity
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual int DrawModel( int flags );
virtual bool ShouldDraw() { return true; }
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void UpdateOnRemove( void );
virtual Vector GetEffectColor( void ) { return m_vEffectColor; }
virtual void SetEffectColor( Vector v ) { m_vEffectColor = v; }
// Inherited from IMotionEvent
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
void SetupEmitter( void );
void ClientThink( void );
void SetServerLinkState( bool state ) { m_bLinkedToServerEnt = state; }
float m_flStartTime;
float m_flFadeOutStart;
float m_flFadeOutLength;
float m_flFadeOutModelStart;
float m_flFadeOutModelLength;
float m_flFadeInStart;
float m_flFadeInLength;
int m_nDissolveType;
float m_flNextSparkTime;
Vector m_vEffectColor;
Vector m_vDissolverOrigin;
int m_nMagnitude;
bool m_bCoreExplode;
protected:
float GetFadeInPercentage( void ); // Fade in amount (entity fading to black)
float GetFadeOutPercentage( void ); // Fade out amount (particles fading away)
float GetModelFadeOutPercentage( void );// Mode fade out amount
// Compute the bounding box's center, size, and basis
void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec );
void BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset );
void DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] );
private:
CSmartPtr<CSimpleEmitter> m_pEmitter;
bool m_bLinkedToServerEnt;
IPhysicsMotionController *m_pController;
};
#endif // C_ENTITY_DISSOLVE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENV_FOG_CONTROLLER_H
#define C_ENV_FOG_CONTROLLER_H
#define CFogController C_FogController
//=============================================================================
//
// Class Fog Controller:
// Compares a set of integer inputs to the one main input
// Outputs true if they are all equivalant, false otherwise
//
class C_FogController : public C_BaseEntity
{
public:
DECLARE_NETWORKCLASS();
DECLARE_CLASS( C_FogController, C_BaseEntity );
C_FogController();
public:
fogparams_t m_fog;
};
#endif // C_ENV_FOG_CONTROLLER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef C_FIRE_SMOKE_H
#define C_FIRE_SMOKE_H
#include "particles_simple.h"
#include "tempent.h"
#include "glow_overlay.h"
#include "view.h"
#include "particle_litsmokeemitter.h"
class CFireOverlay;
class C_FireSprite : public C_Sprite
{
DECLARE_CLASS( C_FireSprite, C_Sprite );
private:
virtual int DrawModel( int flags )
{
if ( m_bFadeFromAbove )
{
// The sprites become less visible the more you look down or up at them
Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
VectorNormalize( vToPos );
float fUpAmount = vToPos.z;
int iAlpha = 255;
if ( fUpAmount < -0.75f )
iAlpha = 0;
else if ( fUpAmount < -0.65f )
iAlpha = 255 - (int)( ( fUpAmount + 0.65f ) * 10.0f * -255.0f );
else if ( fUpAmount > 0.85f )
iAlpha = 0;
else if ( fUpAmount > 0.75f )
iAlpha = 255 - (int)( ( fUpAmount - 0.75f ) * 10.0f * 255.0f );
SetColor( iAlpha, iAlpha, iAlpha );
}
return BaseClass::DrawModel( flags );
}
public:
Vector m_vecMoveDir;
bool m_bFadeFromAbove;
};
class C_FireFromAboveSprite : public C_Sprite
{
DECLARE_CLASS( C_FireFromAboveSprite, C_Sprite );
virtual int DrawModel( int flags )
{
// The sprites become more visible the more you look down or up at them
Vector vToPos = GetLocalOrigin() - CurrentViewOrigin();
VectorNormalize( vToPos );
float fUpAmount = vToPos.z;
int iAlpha = 0;
if ( fUpAmount < -0.85f )
iAlpha = 255;
else if ( fUpAmount < -0.65f )
iAlpha = (int)( ( fUpAmount + 0.65f ) * 5.0f * -255.0f );
else if ( fUpAmount > 0.75f )
iAlpha = 255;
else if ( fUpAmount > 0.55f )
iAlpha = (int)( ( fUpAmount - 0.55f ) * 5.0f * 255.0f );
SetColor( iAlpha, iAlpha, iAlpha );
return BaseClass::DrawModel( flags );
}
};
#ifdef _XBOX
// XBox reduces the flame count
#define NUM_CHILD_FLAMES 1
#else
#define NUM_CHILD_FLAMES 4
#endif
#define SMOKE_RISE_RATE 92.0f
#define SMOKE_LIFETIME 2.0f
#define EMBER_LIFETIME 2.0f
#define FLAME_CHILD_SPREAD 64.0f
#define FLAME_SOURCE_HEIGHT 128.0f
#define FLAME_FROM_ABOVE_SOURCE_HEIGHT 32.0f
//==================================================
// C_FireSmoke
//==================================================
//NOTENOTE: Mirrored in dlls/fire_smoke.h
#define bitsFIRESMOKE_NONE 0x00000000
#define bitsFIRESMOKE_ACTIVE 0x00000001
#define bitsFIRESMOKE_SMOKE 0x00000002
#define bitsFIRESMOKE_SMOKE_COLLISION 0x00000004
#define bitsFIRESMOKE_GLOW 0x00000008
#define bitsFIRESMOKE_VISIBLE_FROM_ABOVE 0x00000010
#define OVERLAY_MAX_VISIBLE_RANGE 512.0f
class C_FireSmoke : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_FireSmoke, C_BaseEntity );
C_FireSmoke();
~C_FireSmoke();
void Start( void );
void Simulate( void );
void StartClientOnly( void );
void RemoveClientOnly( void );
protected:
void Update( void );
void UpdateAnimation( void );
void UpdateScale( void );
void UpdateFlames( void );
void AddFlames( void );
void SpawnSmoke( void );
void FindClipPlane( void );
//C_BaseEntity
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual bool ShouldDraw();
float GetScale( void ) const { return m_flScaleRegister; }
//From the server
public:
float m_flStartScale;
float m_flScale;
float m_flScaleTime;
int m_nFlags;
int m_nFlameModelIndex;
int m_nFlameFromAboveModelIndex;
//Client-side only
public:
float m_flScaleRegister;
float m_flScaleStart;
float m_flScaleEnd;
float m_flScaleTimeStart;
float m_flScaleTimeEnd;
float m_flChildFlameSpread;
VPlane m_planeClip;
float m_flClipPerc;
bool m_bClipTested;
bool m_bFadingOut;
protected:
void UpdateEffects( void );
//CSmartPtr<CEmberEffect> m_pEmberEmitter;
CSmartPtr<CLitSmokeEmitter> m_pSmokeEmitter;
C_FireSprite m_entFlames[NUM_CHILD_FLAMES];
C_FireFromAboveSprite m_entFlamesFromAbove[NUM_CHILD_FLAMES];
float m_entFlameScales[NUM_CHILD_FLAMES];
TimedEvent m_tParticleSpawn;
CFireOverlay *m_pFireOverlay;
// New Particle Fire Effect
CNewParticleEffect *m_hEffect;
private:
C_FireSmoke( const C_FireSmoke & );
};
//Fire overlay
class CFireOverlay : public CGlowOverlay
{
public:
//Constructor
CFireOverlay( C_FireSmoke *owner )
{
m_pOwner = owner;
m_flScale = 0.0f;
m_nGUID = random->RandomInt( -999999, 999999 );
}
//-----------------------------------------------------------------------------
// Purpose: Generate a flicker value
// Output : scalar value
//-----------------------------------------------------------------------------
float GetFlickerScale( void )
{
float result = 0.0f;
float time = Helper_GetTime() + m_nGUID;
result = sin( time * 1000.0f );
result += 0.5f * sin( time * 2000.0f );
result -= 0.5f * cos( time * 8000.0f );
return result;
}
//-----------------------------------------------------------------------------
// Purpose: Update the overlay
//-----------------------------------------------------------------------------
virtual bool Update( void )
{
if ( m_pOwner == NULL )
return false;
float scale = m_pOwner->GetScale();
float dscale = scale - m_flScale;
m_vPos[2] += dscale * FLAME_SOURCE_HEIGHT;
m_flScale = scale;
scale *= 0.75f;
float flickerScale = GetFlickerScale();
float newScale = scale + ( scale * flickerScale * 0.1f );
m_Sprites[0].m_flHorzSize = ( newScale * 0.2f ) + ( m_Sprites[0].m_flHorzSize * 0.8f );
m_Sprites[0].m_flVertSize = m_Sprites[0].m_flHorzSize * 1.5f;
float cameraDistance = ( CurrentViewOrigin() - (m_pOwner->GetAbsOrigin())).Length();
C_BasePlayer *local = C_BasePlayer::GetLocalPlayer();
if ( local )
{
cameraDistance *= local->GetFOVDistanceAdjustFactor();
}
if ( cameraDistance > OVERLAY_MAX_VISIBLE_RANGE )
cameraDistance = OVERLAY_MAX_VISIBLE_RANGE;
float alpha = 1.0f - ( cameraDistance / OVERLAY_MAX_VISIBLE_RANGE );
Vector newColor = m_vBaseColors[0] + ( m_vBaseColors[0] * flickerScale * 0.5f );
m_Sprites[0].m_vColor = ( newColor * 0.1f ) + ( m_Sprites[0].m_vColor * 0.9f ) * alpha;
return true;
}
public:
C_FireSmoke *m_pOwner;
Vector m_vBaseColors[MAX_SUN_LAYERS];
float m_flScale;
int m_nGUID;
};
//
// Entity flame, client-side implementation
//
#define NUM_FLAMELETS 5
class C_EntityFlame : public C_BaseEntity
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityFlame, C_BaseEntity );
C_EntityFlame( void );
~C_EntityFlame( void );
virtual void Simulate( void );
virtual void UpdateOnRemove( void );
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
CNewParticleEffect *m_hEffect;
EHANDLE m_hEntAttached; // The entity that we are burning (attached to).
EHANDLE m_hOldAttached;
protected:
void CreateEffect( void );
void StopEffect( void );
};
#endif //C_FIRE_SMOKE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_FUNC_DUST_H
#define C_FUNC_DUST_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "particles_simple.h"
#include "particle_util.h"
#include "bspflags.h"
// ------------------------------------------------------------------------------------ //
// CDustEffect particle renderer.
// ------------------------------------------------------------------------------------ //
class C_Func_Dust;
class CFuncDustParticle : public Particle
{
public:
Vector m_vVelocity;
float m_flLifetime;
float m_flDieTime;
float m_flSize;
color32 m_Color;
};
class CDustEffect : public CParticleEffect
{
public:
CDustEffect( const char *pDebugName ) : CParticleEffect( pDebugName ) {}
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
C_Func_Dust *m_pDust;
private:
CDustEffect( const CDustEffect & ); // not defined, not accessible
};
// ------------------------------------------------------------------------------------ //
// C_Func_Dust class.
// ------------------------------------------------------------------------------------ //
class C_Func_Dust : public C_BaseEntity
{
public:
DECLARE_CLASS( C_Func_Dust, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_Func_Dust();
virtual ~C_Func_Dust();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
virtual bool ShouldDraw();
private:
void AttemptSpawnNewParticle();
// Vars from server.
public:
color32 m_Color;
int m_SpawnRate;
float m_flSizeMin;
float m_flSizeMax;
int m_SpeedMax;
int m_LifetimeMin;
int m_LifetimeMax;
int m_DistMax;
float m_FallSpeed; // extra 'gravity'
public:
int m_DustFlags; // Combination of DUSTFLAGS_
public:
CDustEffect m_Effect;
PMaterialHandle m_hMaterial;
TimedEvent m_Spawner;
private:
C_Func_Dust( const C_Func_Dust & ); // not defined, not accessible
};
#endif // C_FUNC_DUST_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_FUNC_REFLECTIVE_GLASS
#define C_FUNC_REFLECTIVE_GLASS
#ifdef _WIN32
#pragma once
#endif
struct cplane_t;
class CViewSetup;
//-----------------------------------------------------------------------------
// Do we have reflective glass in view? If so, what's the reflection plane?
//-----------------------------------------------------------------------------
bool IsReflectiveGlassInView( const CViewSetup& view, cplane_t &plane );
#endif // C_FUNC_REFLECTIVE_GLASS

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_GIB_H
#define C_GIB_H
#ifdef _WIN32
#pragma once
#endif
#define DEFAULT_GIB_LIFETIME 4.0f
// Base client gibs
class C_Gib : public C_BaseAnimating
{
typedef C_BaseAnimating BaseClass;
public:
~C_Gib( void );
static C_Gib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
bool InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
void ClientThink( void );
void StartTouch( C_BaseEntity *pOther );
virtual void HitSurface( C_BaseEntity *pOther );
protected:
float m_flTouchDelta; // Amount of time that must pass before another touch function can be called
};
#ifdef HL2_CLIENT_DLL
class CAntlionGibManager : public CAutoGameSystemPerFrame
{
public:
CAntlionGibManager( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
// Methods of IGameSystem
virtual void Update( float frametime );
virtual void LevelInitPreEntity( void );
void AddGib( C_BaseEntity *pEntity );
void RemoveGib( C_BaseEntity *pEntity );
private:
typedef CHandle<C_BaseEntity> CGibHandle;
CUtlLinkedList< CGibHandle > m_LRU;
};
extern CAntlionGibManager s_AntlionGibManager;
#endif
#endif // C_GIB_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_IMPACT_EFFECTS_H
#define C_IMPACT_EFFECTS_H
#ifdef _WIN32
#pragma once
#endif
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: DustParticle emitter
//-----------------------------------------------------------------------------
class CDustParticle : public CSimpleEmitter
{
public:
CDustParticle( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
//Create
static CDustParticle *Create( const char *pDebugName="dust" )
{
return new CDustParticle( pDebugName );
}
//Roll
virtual float UpdateRoll( SimpleParticle *pParticle, float timeDelta )
{
pParticle->m_flRoll += pParticle->m_flRollDelta * timeDelta;
pParticle->m_flRollDelta += pParticle->m_flRollDelta * ( timeDelta * -8.0f );
#ifdef _XBOX
//Cap the minimum roll
if ( fabs( pParticle->m_flRollDelta ) < 0.1f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.1f : -0.1f;
}
#else
if ( fabs( pParticle->m_flRollDelta ) < 0.5f )
{
pParticle->m_flRollDelta = ( pParticle->m_flRollDelta > 0.0f ) ? 0.5f : -0.5f;
}
#endif // _XBOX
return pParticle->m_flRoll;
}
//Velocity
virtual void UpdateVelocity( SimpleParticle *pParticle, float timeDelta )
{
Vector saveVelocity = pParticle->m_vecVelocity;
//Decellerate
static float dtime;
static float decay;
if ( dtime != timeDelta )
{
dtime = timeDelta;
float expected = 0.5;
decay = exp( log( 0.0001f ) * dtime / expected );
}
pParticle->m_vecVelocity = pParticle->m_vecVelocity * decay;
#ifdef _XBOX
//Cap the minimum speed
if ( pParticle->m_vecVelocity.LengthSqr() < (8.0f*8.0f) )
{
VectorNormalize( saveVelocity );
pParticle->m_vecVelocity = saveVelocity * 8.0f;
}
#else
if ( pParticle->m_vecVelocity.LengthSqr() < (32.0f*32.0f) )
{
VectorNormalize( saveVelocity );
pParticle->m_vecVelocity = saveVelocity * 32.0f;
}
#endif // _XBOX
}
//Alpha
virtual float UpdateAlpha( const SimpleParticle *pParticle )
{
float tLifetime = pParticle->m_flLifetime / pParticle->m_flDieTime;
float ramp = 1.0f - tLifetime;
//Non-linear fade
if ( ramp < 0.75f )
ramp *= ramp;
return ramp;
}
private:
CDustParticle( const CDustParticle & ); // not defined, not accessible
};
void GetColorForSurface( trace_t *trace, Vector *color );
#include "tier0/memdbgoff.h"
#endif // C_IMPACT_EFFECTS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// Client-side CBasePlayer
#ifndef C_PHYSBOX_H
#define C_PHYSBOX_H
#pragma once
#include "c_baseentity.h"
class C_PhysBox : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PhysBox, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_PhysBox();
virtual ~C_PhysBox();
virtual ShadowType_t ShadowCastType();
public:
float m_mass; // TEST..
};
#endif

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_PHYSICSPROP_H
#define C_PHYSICSPROP_H
#ifdef _WIN32
#pragma once
#endif
#include "c_breakableprop.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_PhysicsProp : public C_BreakableProp
{
typedef C_BreakableProp BaseClass;
public:
DECLARE_CLIENTCLASS();
C_PhysicsProp();
~C_PhysicsProp();
virtual bool OnInternalDrawModel( ClientModelRenderInfo_t *pInfo );
protected:
// Networked vars.
bool m_bAwake;
bool m_bAwakeLastTime;
};
#endif // C_PHYSICSPROP_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_PIXEL_VISIBILITY_H
#define C_PIXEL_VISIBILITY_H
#ifdef _WIN32
#pragma once
#endif
const float PIXELVIS_DEFAULT_PROXY_SIZE = 2.0f;
const float PIXELVIS_DEFAULT_FADE_TIME = 0.0625f;
typedef int pixelvis_handle_t;
struct pixelvis_queryparams_t
{
pixelvis_queryparams_t()
{
bSetup = false;
}
void Init( const Vector &origin, float proxySizeIn = PIXELVIS_DEFAULT_PROXY_SIZE, float proxyAspectIn = 1.0f, float fadeTimeIn = PIXELVIS_DEFAULT_FADE_TIME )
{
position = origin;
proxySize = proxySizeIn;
proxyAspect = proxyAspectIn;
fadeTime = fadeTimeIn;
bSetup = true;
bSizeInScreenspace = false;
}
Vector position;
float proxySize;
float proxyAspect;
float fadeTime;
bool bSetup;
bool bSizeInScreenspace;
};
float PixelVisibility_FractionVisible( const pixelvis_queryparams_t &params, pixelvis_handle_t *queryHandle );
float StandardGlowBlend( const pixelvis_queryparams_t &params, pixelvis_handle_t *queryHandle, int rendermode, int renderfx, int alpha, float *pscale );
void PixelVisibility_ShiftVisibilityViews( int iSourceViewID, int iDestViewID ); //mainly needed by portal mod to avoid a pop in visibility when teleporting the player
void PixelVisibility_EndCurrentView();
void PixelVisibility_EndScene();
float GlowSightDistance( const Vector &glowOrigin, bool bShouldTrace );
// returns true if the video hardware is doing the tests, false is traceline is doing so.
bool PixelVisibility_IsAvailable();
#endif // C_PIXEL_VISIBILITY_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the player specific data that is sent only to the player
// to whom it belongs.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_PLAYERLOCALDATA_H
#define C_PLAYERLOCALDATA_H
#ifdef _WIN32
#pragma once
#endif
#include "basetypes.h"
#include "mathlib/vector.h"
#include "playernet_vars.h"
//-----------------------------------------------------------------------------
// Purpose: Player specific data ( sent only to local player, too )
//-----------------------------------------------------------------------------
class CPlayerLocalData
{
public:
DECLARE_PREDICTABLE();
DECLARE_CLASS_NOBASE( CPlayerLocalData );
DECLARE_EMBEDDED_NETWORKVAR();
CPlayerLocalData() :
m_iv_vecPunchAngle( "CPlayerLocalData::m_iv_vecPunchAngle" ),
m_iv_vecPunchAngleVel( "CPlayerLocalData::m_iv_vecPunchAngleVel" )
{
m_iv_vecPunchAngle.Setup( &m_vecPunchAngle.m_Value, LATCH_SIMULATION_VAR );
m_iv_vecPunchAngleVel.Setup( &m_vecPunchAngleVel.m_Value, LATCH_SIMULATION_VAR );
m_flFOVRate = 0;
}
unsigned char m_chAreaBits[MAX_AREA_STATE_BYTES]; // Area visibility flags.
unsigned char m_chAreaPortalBits[MAX_AREA_PORTAL_STATE_BYTES];// Area portal visibility flags.
int m_iHideHUD; // bitfields containing sections of the HUD to hide
float m_flFOVRate; // rate at which the FOV changes
bool m_bDucked;
bool m_bDucking;
bool m_bInDuckJump;
float m_flDucktime;
float m_flDuckJumpTime;
float m_flJumpTime;
int m_nStepside;
float m_flFallVelocity;
int m_nOldButtons;
// Base velocity that was passed in to server physics so
// client can predict conveyors correctly. Server zeroes it, so we need to store here, too.
Vector m_vecClientBaseVelocity;
CNetworkQAngle( m_vecPunchAngle ); // auto-decaying view angle adjustment
CInterpolatedVar< QAngle > m_iv_vecPunchAngle;
CNetworkQAngle( m_vecPunchAngleVel ); // velocity of auto-decaying view angle adjustment
CInterpolatedVar< QAngle > m_iv_vecPunchAngleVel;
bool m_bDrawViewmodel;
bool m_bWearingSuit;
bool m_bPoisoned;
float m_flStepSize;
bool m_bAllowAutoMovement;
// 3d skybox
sky3dparams_t m_skybox3d;
// fog params
fogplayerparams_t m_PlayerFog;
// audio environment
audioparams_t m_audio;
bool m_bSlowMovement;
};
#endif // C_PLAYERLOCALDATA_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Entity that propagates general data needed by clients for every player.
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_PLAYERRESOURCE_H
#define C_PLAYERRESOURCE_H
#ifdef _WIN32
#pragma once
#endif
#include "shareddefs.h"
#include "const.h"
#include "c_baseentity.h"
#include <igameresources.h>
#define PLAYER_UNCONNECTED_NAME "unconnected"
#define PLAYER_ERROR_NAME "ERRORNAME"
class C_PlayerResource : public C_BaseEntity, public IGameResources
{
DECLARE_CLASS( C_PlayerResource, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
DECLARE_PREDICTABLE();
C_PlayerResource();
virtual ~C_PlayerResource();
public : // IGameResources intreface
// Team data access
virtual int GetTeamScore( int index );
virtual const char *GetTeamName( int index );
virtual const Color&GetTeamColor( int index );
// Player data access
virtual bool IsConnected( int index );
virtual bool IsAlive( int index );
virtual bool IsFakePlayer( int index );
virtual bool IsLocalPlayer( int index );
virtual bool IsHLTV(int index);
virtual bool IsReplay(int index);
virtual const char *GetPlayerName( int index );
virtual int GetPing( int index );
// virtual int GetPacketloss( int index );
virtual int GetPlayerScore( int index );
virtual int GetDeaths( int index );
virtual int GetTeam( int index );
virtual int GetFrags( int index );
virtual int GetHealth( int index );
virtual void ClientThink();
virtual void OnDataChanged(DataUpdateType_t updateType);
protected:
void UpdatePlayerName( int slot );
// Data for each player that's propagated to all clients
// Stored in individual arrays so they can be sent down via datatables
string_t m_szName[MAX_PLAYERS+1];
int m_iPing[MAX_PLAYERS+1];
int m_iScore[MAX_PLAYERS+1];
int m_iDeaths[MAX_PLAYERS+1];
bool m_bConnected[MAX_PLAYERS+1];
int m_iTeam[MAX_PLAYERS+1];
bool m_bAlive[MAX_PLAYERS+1];
int m_iHealth[MAX_PLAYERS+1];
Color m_Colors[MAX_TEAMS];
string_t m_szUnconnectedName;
};
extern C_PlayerResource *g_PR;
#endif // C_PLAYERRESOURCE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_POINTCAMERA_H
#define C_POINTCAMERA_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "basetypes.h"
class C_PointCamera : public C_BaseEntity
{
public:
DECLARE_CLASS( C_PointCamera, C_BaseEntity );
DECLARE_CLIENTCLASS();
public:
C_PointCamera();
~C_PointCamera();
bool IsActive();
// C_BaseEntity.
virtual bool ShouldDraw();
float GetFOV();
float GetResolution();
bool IsFogEnabled();
void GetFogColor( unsigned char &r, unsigned char &g, unsigned char &b );
float GetFogStart();
float GetFogMaxDensity();
float GetFogEnd();
bool UseScreenAspectRatio() const { return m_bUseScreenAspectRatio; }
virtual void GetToolRecordingState( KeyValues *msg );
private:
float m_FOV;
float m_Resolution;
bool m_bFogEnable;
color32 m_FogColor;
float m_flFogStart;
float m_flFogEnd;
float m_flFogMaxDensity;
bool m_bActive;
bool m_bUseScreenAspectRatio;
public:
C_PointCamera *m_pNext;
};
C_PointCamera *GetPointCameraList();
#endif // C_POINTCAMERA_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_PROP_VEHICLE_H
#define C_PROP_VEHICLE_H
#pragma once
#include "iclientvehicle.h"
#include "vehicle_viewblend_shared.h"
class C_PropVehicleDriveable : public C_BaseAnimating, public IClientVehicle
{
DECLARE_CLASS( C_PropVehicleDriveable, C_BaseAnimating );
public:
DECLARE_CLIENTCLASS();
DECLARE_INTERPOLATION();
DECLARE_DATADESC();
C_PropVehicleDriveable();
~C_PropVehicleDriveable();
// IVehicle overrides.
public:
virtual C_BaseCombatCharacter* GetPassenger( int nRole );
virtual int GetPassengerRole( C_BaseCombatCharacter *pEnt );
virtual bool IsPassengerUsingStandardWeapons( int nRole = VEHICLE_ROLE_DRIVER ) { return false; }
virtual void GetVehicleViewPosition( int nRole, Vector *pOrigin, QAngle *pAngles, float *pFOV = NULL );
virtual void SetupMove( C_BasePlayer *player, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move ) {}
virtual void ProcessMovement( C_BasePlayer *pPlayer, CMoveData *pMoveData ) {}
virtual void FinishMove( C_BasePlayer *player, CUserCmd *ucmd, CMoveData *move ) {}
virtual void ItemPostFrame( C_BasePlayer *pPlayer ) {}
// IClientVehicle overrides.
public:
virtual void GetVehicleFOV( float &flFOV ) { flFOV = m_flFOV; }
virtual void DrawHudElements();
virtual void UpdateViewAngles( C_BasePlayer *pLocalPlayer, CUserCmd *pCmd );
virtual void DampenEyePosition( Vector &vecVehicleEyePos, QAngle &vecVehicleEyeAngles );
virtual void GetVehicleClipPlanes( float &flZNear, float &flZFar ) const;
#ifdef HL2_CLIENT_DLL
virtual int GetPrimaryAmmoType() const { return -1; }
virtual int GetPrimaryAmmoCount() const { return -1; }
virtual int GetPrimaryAmmoClip() const { return -1; }
virtual bool PrimaryAmmoUsesClips() const { return false; }
#endif
virtual bool IsPredicted() const { return false; }
virtual int GetJoystickResponseCurve() const;
// C_BaseEntity overrides.
public:
virtual IClientVehicle* GetClientVehicle() { return this; }
virtual C_BaseEntity *GetVehicleEnt() { return this; }
virtual bool IsSelfAnimating() { return false; };
virtual void OnPreDataChanged( DataUpdateType_t updateType );
virtual void OnDataChanged( DataUpdateType_t updateType );
// Should this object cast render-to-texture shadows?
virtual ShadowType_t ShadowCastType();
// Mark the shadow as dirty while the vehicle is being driven
virtual void ClientThink( void );
// C_PropVehicleDriveable
public:
bool IsRunningEnterExitAnim( void ) { return m_bEnterAnimOn || m_bExitAnimOn; }
// NVNT added to check if the vehicle needs to aim
virtual bool HasGun(void){return m_bHasGun;}
protected:
virtual void OnEnteredVehicle( C_BaseCombatCharacter *pPassenger );
// NVNT added to notify haptics system of vehicle exit.
virtual void OnExitedVehicle( C_BaseCombatCharacter *pPassenger );
virtual void RestrictView( float *pYawBounds, float *pPitchBounds, float *pRollBounds, QAngle &vecViewAngles );
virtual void SetVehicleFOV( float flFOV ) { m_flFOV = flFOV; }
protected:
CHandle<C_BasePlayer> m_hPlayer;
int m_nSpeed;
int m_nRPM;
float m_flThrottle;
int m_nBoostTimeLeft;
int m_nHasBoost;
int m_nScannerDisabledWeapons;
int m_nScannerDisabledVehicle;
// timers/flags for flashing icons on hud
int m_iFlashTimer;
bool m_bLockedDim;
bool m_bLockedIcon;
int m_iScannerWepFlashTimer;
bool m_bScannerWepDim;
bool m_bScannerWepIcon;
int m_iScannerVehicleFlashTimer;
bool m_bScannerVehicleDim;
bool m_bScannerVehicleIcon;
float m_flSequenceChangeTime;
bool m_bEnterAnimOn;
bool m_bExitAnimOn;
float m_flFOV;
Vector m_vecGunCrosshair;
CInterpolatedVar<Vector> m_iv_vecGunCrosshair;
Vector m_vecEyeExitEndpoint;
bool m_bHasGun;
bool m_bUnableToFire;
// Used to smooth view entry
CHandle<C_BasePlayer> m_hPrevPlayer;
ViewSmoothingData_t m_ViewSmoothingData;
};
#endif // C_PROP_VEHICLE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_PROPS_H
#define C_PROPS_H
#ifdef _WIN32
#pragma once
#endif
#include "c_breakableprop.h"
#include "props_shared.h"
#define CDynamicProp C_DynamicProp
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_DynamicProp : public C_BreakableProp
{
DECLARE_CLASS( C_DynamicProp, C_BreakableProp );
public:
DECLARE_NETWORKCLASS();
// constructor, destructor
C_DynamicProp( void );
~C_DynamicProp( void );
void GetRenderBounds( Vector& theMins, Vector& theMaxs );
unsigned int ComputeClientSideAnimationFlags();
bool TestBoneFollowers( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
bool TestCollision( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
private:
C_DynamicProp( const C_DynamicProp & );
bool m_bUseHitboxesForRenderBox;
int m_iCachedFrameCount;
Vector m_vecCachedRenderMins;
Vector m_vecCachedRenderMaxs;
};
#endif // C_PROPS_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_RECIPIENTFILTER_H
#define C_RECIPIENTFILTER_H
#ifdef _WIN32
#pragma once
#endif
#include "irecipientfilter.h"
#include "utlvector.h"
#include "c_baseentity.h"
#include "soundflags.h"
#include "bitvec.h"
class C_BasePlayer;
class C_Team;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_RecipientFilter : public IRecipientFilter
{
public:
C_RecipientFilter();
virtual ~C_RecipientFilter();
virtual bool IsReliable( void ) const;
virtual int GetRecipientCount( void ) const;
virtual int GetRecipientIndex( int slot ) const;
virtual bool IsInitMessage( void ) const { return false; };
public:
void CopyFrom( const C_RecipientFilter& src );
void Reset( void );
void MakeReliable( void );
void AddAllPlayers( void );
void AddRecipientsByPVS( const Vector& origin );
void AddRecipientsByPAS( const Vector& origin );
void AddRecipient( C_BasePlayer *player );
void RemoveRecipient( C_BasePlayer *player );
void AddRecipientsByTeam( C_Team *team );
void RemoveRecipientsByTeam( C_Team *team );
void UsePredictionRules( void );
bool IsUsingPredictionRules( void ) const;
bool IgnorePredictionCull( void ) const;
void SetIgnorePredictionCull( bool ignore );
void AddPlayersFromBitMask( CBitVec< ABSOLUTE_PLAYER_LIMIT >& playerbits );
//private:
bool m_bReliable;
bool m_bInitMessage;
CUtlVector< int > m_Recipients;
// If using prediction rules, the filter itself suppresses local player
bool m_bUsingPredictionRules;
// If ignoring prediction cull, then external systems can determine
// whether this is a special case where culling should not occur
bool m_bIgnorePredictionCull;
};
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for a single player
//-----------------------------------------------------------------------------
class CSingleUserRecipientFilter : public C_RecipientFilter
{
public:
CSingleUserRecipientFilter( C_BasePlayer *player )
{
AddRecipient( player );
}
};
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for all players, unreliable
//-----------------------------------------------------------------------------
class CBroadcastRecipientFilter : public C_RecipientFilter
{
public:
CBroadcastRecipientFilter( void )
{
AddAllPlayers();
}
};
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for all players, reliable
//-----------------------------------------------------------------------------
class CReliableBroadcastRecipientFilter : public CBroadcastRecipientFilter
{
public:
CReliableBroadcastRecipientFilter( void )
{
MakeReliable();
}
};
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for a single player
//-----------------------------------------------------------------------------
class CPASFilter : public C_RecipientFilter
{
public:
CPASFilter( const Vector& origin )
{
AddRecipientsByPAS( origin );
}
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CPASAttenuationFilter : public CPASFilter
{
public:
CPASAttenuationFilter( C_BaseEntity *entity, float attenuation = ATTN_NORM ) :
CPASFilter( entity->GetAbsOrigin() )
{
}
CPASAttenuationFilter( const Vector& origin, float attenuation = ATTN_NORM ) :
CPASFilter( origin )
{
}
CPASAttenuationFilter( C_BaseEntity *entity, const char *lookupSound ) :
CPASFilter( entity->GetAbsOrigin() )
{
}
CPASAttenuationFilter( const Vector& origin, const char *lookupSound ) :
CPASFilter( origin )
{
}
CPASAttenuationFilter( C_BaseEntity *entity, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) :
CPASFilter( entity->GetAbsOrigin() )
{
}
CPASAttenuationFilter( const Vector& origin, const char *lookupSound, HSOUNDSCRIPTHANDLE& handle ) :
CPASFilter( origin )
{
}
};
//-----------------------------------------------------------------------------
// Purpose: Simple class to create a filter for a single player
//-----------------------------------------------------------------------------
class CPVSFilter : public C_RecipientFilter
{
public:
CPVSFilter( const Vector& origin )
{
AddRecipientsByPVS( origin );
}
};
class CLocalPlayerFilter : public C_RecipientFilter
{
public:
CLocalPlayerFilter( void );
};
class CUIFilter : public C_RecipientFilter
{
public:
CUIFilter( void )
{
m_Recipients.AddToTail( 1 );
// AddRecipient( 0 );
}
};
#endif // C_RECIPIENTFILTER_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ROPE_H
#define C_ROPE_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "rope_physics.h"
#include "materialsystem/imaterial.h"
#include "rope_shared.h"
#include "bitvec.h"
class KeyValues;
class C_BaseAnimating;
struct RopeSegData_t;
#define MAX_ROPE_SUBDIVS 8
#define MAX_ROPE_SEGMENTS (ROPE_MAX_SEGMENTS+(ROPE_MAX_SEGMENTS-1)*MAX_ROPE_SUBDIVS)
//=============================================================================
class C_RopeKeyframe : public C_BaseEntity
{
public:
DECLARE_CLASS( C_RopeKeyframe, C_BaseEntity );
DECLARE_CLIENTCLASS();
private:
class CPhysicsDelegate : public CSimplePhysics::IHelper
{
public:
virtual void GetNodeForces( CSimplePhysics::CNode *pNodes, int iNode, Vector *pAccel );
virtual void ApplyConstraints( CSimplePhysics::CNode *pNodes, int nNodes );
C_RopeKeyframe *m_pKeyframe;
};
friend class CPhysicsDelegate;
public:
C_RopeKeyframe();
~C_RopeKeyframe();
// This can be used for client-only ropes.
static C_RopeKeyframe* Create(
C_BaseEntity *pStartEnt,
C_BaseEntity *pEndEnt,
int iStartAttachment=0,
int iEndAttachment=0,
float ropeWidth = 2,
const char *pMaterialName = "cable/cable", // Note: whoever creates the rope must
// use PrecacheModel for whatever material
// it specifies here.
int numSegments = 5,
int ropeFlags = ROPE_SIMULATE
);
// Create a client-only rope and initialize it with the parameters from the KeyValues.
static C_RopeKeyframe* CreateFromKeyValues( C_BaseAnimating *pEnt, KeyValues *pValues );
// Find ropes (with both endpoints connected) that intersect this AABB. This is just an approximation.
static int GetRopesIntersectingAABB( C_RopeKeyframe **pRopes, int nMaxRopes, const Vector &vAbsMin, const Vector &vAbsMax );
// Set the slack.
void SetSlack( int slack );
void SetRopeFlags( int flags );
int GetRopeFlags() const;
void SetupHangDistance( float flHangDist );
// Change which entities the rope is connected to.
void SetStartEntity( C_BaseEntity *pEnt );
void SetEndEntity( C_BaseEntity *pEnt );
C_BaseEntity* GetStartEntity() const;
C_BaseEntity* GetEndEntity() const;
// Hook the physics. Pass in your own implementation of CSimplePhysics::IHelper. The
// default implementation is returned so you can call through to it if you want.
CSimplePhysics::IHelper* HookPhysics( CSimplePhysics::IHelper *pHook );
// Attach to things (you can also just lock the endpoints down yourself if you hook the physics).
// Client-only right now. This could be moved to the server if there was a good reason.
void SetColorMod( const Vector &vColorMod );
// Use this when rope length and slack change to recompute the spring length.
void RecomputeSprings();
void ShakeRope( const Vector &vCenter, float flRadius, float flMagnitude );
// Get the attachment position of one of the endpoints.
bool GetEndPointPos( int iPt, Vector &vPos );
// Get the rope material data.
IMaterial *GetSolidMaterial( void );
IMaterial *GetBackMaterial( void );
struct BuildRopeQueuedData_t
{
Vector *m_pPredictedPositions;
Vector *m_pLightValues;
int m_iNodeCount;
Vector m_vColorMod;
float m_RopeLength;
float m_Slack;
};
void BuildRope( RopeSegData_t *pRopeSegment, const Vector &vCurrentViewForward, const Vector &vCurrentViewOrigin, BuildRopeQueuedData_t *pQueuedData, bool bQueued );
// C_BaseEntity overrides.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
virtual int DrawModel( int flags );
virtual bool ShouldDraw();
virtual const Vector& WorldSpaceCenter() const;
// Specify ROPE_ATTACHMENT_START_POINT or ROPE_ATTACHMENT_END_POINT for the attachment.
virtual bool GetAttachment( int number, Vector &origin, QAngle &angles );
virtual bool GetAttachment( int number, matrix3x4_t &matrix );
virtual bool GetAttachment( int number, Vector &origin );
virtual bool GetAttachmentVelocity( int number, Vector &originVel, Quaternion &angleVel );
private:
void FinishInit( const char *pMaterialName );
void RunRopeSimulation( float flSeconds );
Vector ConstrainNode( const Vector &vNormal, const Vector &vNodePosition, const Vector &vMidpiont, float fNormalLength );
void ConstrainNodesBetweenEndpoints( void );
bool AnyPointsMoved();
bool DidEndPointMove( int iPt );
bool DetectRestingState( bool &bApplyWind );
void UpdateBBox();
bool InitRopePhysics();
bool GetEndPointAttachment( int iPt, Vector &vPos, QAngle &angle );
Vector *GetRopeSubdivVectors( int *nSubdivs );
void CalcLightValues();
void ReceiveMessage( int classID, bf_read &msg );
bool CalculateEndPointAttachment( C_BaseEntity *pEnt, int iAttachment, Vector &vPos, QAngle *pAngles );
private:
// Track which links touched something last frame. Used to prevent wind from gusting on them.
CBitVec<ROPE_MAX_SEGMENTS> m_LinksTouchingSomething;
int m_nLinksTouchingSomething;
bool m_bApplyWind;
int m_fPrevLockedPoints; // Which points are locked down.
int m_iForcePointMoveCounter;
// Used to control resting state.
bool m_bPrevEndPointPos[2];
Vector m_vPrevEndPointPos[2];
float m_flCurScroll; // for scrolling texture.
float m_flScrollSpeed;
int m_RopeFlags; // Combo of ROPE_ flags.
int m_iRopeMaterialModelIndex; // Index of sprite model with the rope's material.
CRopePhysics<ROPE_MAX_SEGMENTS> m_RopePhysics;
Vector m_LightValues[ROPE_MAX_SEGMENTS]; // light info when the rope is created.
int m_nSegments; // Number of segments.
EHANDLE m_hStartPoint; // StartPoint/EndPoint are entities
EHANDLE m_hEndPoint;
short m_iStartAttachment; // StartAttachment/EndAttachment are attachment points.
short m_iEndAttachment;
unsigned char m_Subdiv; // Number of subdivions in between segments.
int m_RopeLength; // Length of the rope, used for tension.
int m_Slack; // Extra length the rope is given.
float m_TextureScale; // pixels per inch
int m_fLockedPoints; // Which points are locked down.
float m_Width;
CPhysicsDelegate m_PhysicsDelegate;
IMaterial *m_pMaterial;
IMaterial *m_pBackMaterial; // Optional translucent background material for the rope to help reduce aliasing.
int m_TextureHeight; // Texture height, for texture scale calculations.
// Instantaneous force
Vector m_flImpulse;
Vector m_flPreviousImpulse;
// Simulated wind gusts.
float m_flCurrentGustTimer;
float m_flCurrentGustLifetime; // How long will the current gust last?
float m_flTimeToNextGust; // When will the next wind gust be?
Vector m_vWindDir; // What direction does the current gust go in?
Vector m_vColorMod; // Color modulation on all verts?
Vector m_vCachedEndPointAttachmentPos[2];
QAngle m_vCachedEndPointAttachmentAngle[2];
// In network table, can't bit-compress
bool m_bConstrainBetweenEndpoints; // Simulated segment points won't stretch beyond the endpoints
bool m_bEndPointAttachmentPositionsDirty : 1;
bool m_bEndPointAttachmentAnglesDirty : 1;
bool m_bNewDataThisFrame : 1; // Set to true in OnDataChanged so that we simulate that frame
bool m_bPhysicsInitted : 1; // It waits until all required entities are
// present to start simulating and rendering.
friend class CRopeManager;
};
// Profiling info.
void Rope_ResetCounters();
//void Rope_ShowRSpeeds();
//=============================================================================
//
// Rope Manager
//
abstract_class IRopeManager
{
public:
virtual ~IRopeManager() {}
virtual void ResetRenderCache( void ) = 0;
virtual void AddToRenderCache( C_RopeKeyframe *pRope ) = 0;
virtual void DrawRenderCache( bool bShadowDepth ) = 0;
virtual void OnRenderStart( void ) = 0;
virtual void SetHolidayLightMode( bool bHoliday ) = 0;
virtual bool IsHolidayLightMode( void ) = 0;
virtual int GetHolidayLightStyle( void ) = 0;
};
IRopeManager *RopeManager();
#endif // C_ROPE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Rumble effects mixer for XBox
//
// $NoKeywords: $
//
//=============================================================================//
#pragma once
#ifndef C_RUMBLE_H
#define C_RUMBLE_H
extern void RumbleEffect( unsigned char effectIndex, unsigned char rumbleData, unsigned char rumbleFlags );
extern void UpdateRumbleEffects();
extern void UpdateScreenShakeRumble( float shake, float balance = 0 );
extern void EnableRumbleOutput( bool bEnable );
#endif//C_RUMBLE_H

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_SCENEENTITY_H
#define C_SCENEENTITY_H
#ifdef _WIN32
#pragma once
#endif
#include "ichoreoeventcallback.h"
#include "choreoscene.h"
class C_SceneEntity : public C_BaseEntity, public IChoreoEventCallback
{
friend class CChoreoEventCallback;
public:
DECLARE_CLASS( C_SceneEntity, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_SceneEntity( void );
~C_SceneEntity( void );
// From IChoreoEventCallback
virtual void StartEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void EndEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void ProcessEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual bool CheckEvent( float currenttime, CChoreoScene *scene, CChoreoEvent *event );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void PreDataUpdate( DataUpdateType_t updateType );
virtual void StopClientOnlyScene();
virtual void SetupClientOnlyScene( const char *pszFilename, C_BaseFlex *pOwner = NULL , bool bMultiplayer = false );
virtual void ClientThink();
void OnResetClientTime();
CHandle< C_BaseFlex > GetActor( int i ){ return ( i < m_hActorList.Count() ) ? m_hActorList[i] : NULL; }
virtual void DispatchStartSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event, soundlevel_t iSoundlevel );
virtual void DispatchEndSpeak( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
bool IsClientOnly( void ){ return m_bClientOnly; }
private:
void ResetActorFlexesForScene();
// Scene load/unload
CChoreoScene *LoadScene( const char *filename );
void LoadSceneFromFile( const char *filename );
void UnloadScene( void );
void PrefetchAnimBlocks( CChoreoScene *pScene );
C_BaseFlex *FindNamedActor( CChoreoActor *pChoreoActor );
virtual void DispatchStartFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndFlexAnimation( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndExpression( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchProcessGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndGesture( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchStartSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchProcessSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
virtual void DispatchEndSequence( CChoreoScene *scene, C_BaseFlex *actor, CChoreoEvent *event );
void DispatchProcessLoop( CChoreoScene *scene, CChoreoEvent *event );
char const *GetSceneFileName();
void DoThink( float frametime );
void ClearSceneEvents( CChoreoScene *scene, bool canceled );
void SetCurrentTime( float t, bool forceClientSync );
bool GetHWMorphSceneFileName( const char *pFilename, char *pHWMFilename );
private:
void CheckQueuedEvents();
void WipeQueuedEvents();
void QueueStartEvent( float starttime, CChoreoScene *scene, CChoreoEvent *event );
bool m_bIsPlayingBack;
bool m_bPaused;
bool m_bMultiplayer;
float m_flCurrentTime;
float m_flForceClientTime;
int m_nSceneStringIndex;
bool m_bClientOnly;
CHandle< C_BaseFlex > m_hOwner; // if set, this overrides the m_hActorList in FindNamedActor()
CUtlVector< CHandle< C_BaseFlex > > m_hActorList;
private:
bool m_bWasPlaying;
CChoreoScene *m_pScene;
struct QueuedEvents_t
{
float starttime;
CChoreoScene *scene;
CChoreoEvent *event;
};
CUtlVector< QueuedEvents_t > m_QueuedEvents;
};
//-----------------------------------------------------------------------------
// Binary compiled VCDs get their strings from a pool
//-----------------------------------------------------------------------------
class CChoreoStringPool : public IChoreoStringPool
{
public:
short FindOrAddString( const char *pString )
{
// huh?, no compilation at run time, only fetches
Assert( 0 );
return -1;
}
bool GetString( short stringId, char *buff, int buffSize );
};
#endif // C_SCENEENTITY_H

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