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First version of the SOurce SDK 2013
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181
game/client/cdll_util.h
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181
game/client/cdll_util.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( UTIL_H )
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#define UTIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include <soundflags.h>
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#include "mathlib/vector.h"
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#include <shareddefs.h>
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#include "shake.h"
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#include "bitmap/imageformat.h"
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#include "ispatialpartition.h"
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#include "materialsystem/MaterialSystemUtil.h"
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class Vector;
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class QAngle;
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class IMaterial;
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class ITexture;
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class IClientEntity;
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class CHudTexture;
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class CGameTrace;
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class C_BaseEntity;
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struct Ray_t;
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struct client_textmessage_t;
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typedef CGameTrace trace_t;
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namespace vgui
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{
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typedef unsigned long HFont;
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};
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extern bool g_MakingDevShots;
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// ScreenHeight returns the height of the screen, in pixels
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int ScreenHeight( void );
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// ScreenWidth returns the width of the screen, in pixels
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int ScreenWidth( void );
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#define XRES(x) ( x * ( ( float )ScreenWidth() / 640.0 ) )
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#define YRES(y) ( y * ( ( float )ScreenHeight() / 480.0 ) )
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int UTIL_ComputeStringWidth( vgui::HFont& font, const char *str );
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int UTIL_ComputeStringWidth( vgui::HFont& font, const wchar_t *str );
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float UTIL_AngleDiff( float destAngle, float srcAngle );
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void UTIL_Bubbles( const Vector& mins, const Vector& maxs, int count );
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void UTIL_Smoke( const Vector &origin, const float scale, const float framerate );
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void UTIL_ImpactTrace( trace_t *pTrace, int iDamageType, const char *pCustomImpactName = NULL );
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int UTIL_PrecacheDecal( const char *name, bool preload = false );
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void UTIL_EmitAmbientSound( C_BaseEntity *entity, const Vector &vecOrigin, const char *samp, float vol, soundlevel_t soundlevel, int fFlags, int pitch );
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void UTIL_SetOrigin( C_BaseEntity *entity, const Vector &vecOrigin );
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void UTIL_ScreenShake( const Vector ¢er, float amplitude, float frequency, float duration, float radius, ShakeCommand_t eCommand, bool bAirShake=false );
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byte *UTIL_LoadFileForMe( const char *filename, int *pLength );
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void UTIL_FreeFile( byte *buffer );
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void UTIL_MakeSafeName( const char *oldName, OUT_Z_CAP(newNameBufSize) char *newName, int newNameBufSize ); ///< Cleans up player names for putting in vgui controls (cleaned names can be up to original*2+1 in length)
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const char *UTIL_SafeName( const char *oldName ); ///< Wraps UTIL_MakeSafeName, and returns a static buffer
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void UTIL_ReplaceKeyBindings( const wchar_t *inbuf, int inbufsizebytes, OUT_Z_BYTECAP(outbufsizebytes) wchar_t *outbuf, int outbufsizebytes );
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// Fade out an entity based on distance fades
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unsigned char UTIL_ComputeEntityFade( C_BaseEntity *pEntity, float flMinDist, float flMaxDist, float flFadeScale );
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client_textmessage_t *TextMessageGet( const char *pName );
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char *VarArgs( PRINTF_FORMAT_STRING const char *format, ... );
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// Get the entity the local player is spectating (can be a player or a ragdoll entity).
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int GetSpectatorTarget();
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int GetSpectatorMode( void );
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bool IsPlayerIndex( int index );
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int GetLocalPlayerIndex( void );
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int GetLocalPlayerVisionFilterFlags( bool bWeaponsCheck = false );
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bool IsLocalPlayerUsingVisionFilterFlags( int nFlags, bool bWeaponsCheck = false );
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int GetLocalPlayerTeam( void );
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bool IsLocalPlayerSpectator( void );
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void NormalizeAngles( QAngle& angles );
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void InterpolateAngles( const QAngle& start, const QAngle& end, QAngle& output, float frac );
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void InterpolateVector( float frac, const Vector& src, const Vector& dest, Vector& output );
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const char *nexttoken(char *token, const char *str, char sep);
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//-----------------------------------------------------------------------------
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// Base light indices to avoid index collision
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//-----------------------------------------------------------------------------
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enum
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{
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LIGHT_INDEX_TE_DYNAMIC = 0x10000000,
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LIGHT_INDEX_PLAYER_BRIGHT = 0x20000000,
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LIGHT_INDEX_MUZZLEFLASH = 0x40000000,
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};
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void UTIL_PrecacheOther( const char *szClassname );
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void UTIL_SetTrace(trace_t& tr, const Ray_t& ray, C_BaseEntity *edict, float fraction, int hitgroup, unsigned int contents, const Vector& normal, float intercept );
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bool GetVectorInScreenSpace( Vector pos, int& iX, int& iY, Vector *vecOffset = NULL );
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bool GetVectorInHudSpace( Vector pos, int& iX, int& iY, Vector *vecOffset = NULL );
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bool GetTargetInScreenSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset = NULL );
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bool GetTargetInHudSpace( C_BaseEntity *pTargetEntity, int& iX, int& iY, Vector *vecOffset = NULL );
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// prints messages through the HUD (stub in client .dll right now )
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class C_BasePlayer;
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void ClientPrint( C_BasePlayer *player, int msg_dest, const char *msg_name, const char *param1 = NULL, const char *param2 = NULL, const char *param3 = NULL, const char *param4 = NULL );
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// Pass in an array of pointers and an array size, it fills the array and returns the number inserted
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int UTIL_EntitiesInBox( C_BaseEntity **pList, int listMax, const Vector &mins, const Vector &maxs, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
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int UTIL_EntitiesInSphere( C_BaseEntity **pList, int listMax, const Vector ¢er, float radius, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
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int UTIL_EntitiesAlongRay( C_BaseEntity **pList, int listMax, const Ray_t &ray, int flagMask, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
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// make this a fixed size so it just sits on the stack
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#define MAX_SPHERE_QUERY 256
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class CEntitySphereQuery
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{
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public:
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// currently this builds the list in the constructor
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// UNDONE: make an iterative query of ISpatialPartition so we could
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// make queries like this optimal
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CEntitySphereQuery( const Vector ¢er, float radius, int flagMask=0, int partitionMask = PARTITION_CLIENT_NON_STATIC_EDICTS );
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C_BaseEntity *GetCurrentEntity();
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inline void NextEntity() { m_listIndex++; }
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private:
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int m_listIndex;
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int m_listCount;
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C_BaseEntity *m_pList[MAX_SPHERE_QUERY];
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};
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C_BaseEntity *CreateEntityByName( const char *className );
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// creates an entity by name, and ensure it's correctness
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// does not spawn the entity
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// use the CREATE_ENTITY() macro which wraps this, instead of using it directly
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template< class T >
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T *_CreateEntity( T *newClass, const char *className )
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{
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T *newEnt = dynamic_cast<T*>( CreateEntityByName(className) );
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if ( !newEnt )
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{
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Warning( "classname %s used to create wrong class type\n", className );
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Assert(0);
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}
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return newEnt;
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}
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#define CREATE_ENTITY( newClass, className ) _CreateEntity( (newClass*)NULL, className )
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#define CREATE_UNSAVED_ENTITY( newClass, className ) _CreateEntityTemplate( (newClass*)NULL, className )
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// Misc useful
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inline bool FStrEq(const char *sz1, const char *sz2)
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{
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return (sz1 == sz2 || V_stricmp(sz1, sz2) == 0);
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}
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// Given a vector, clamps the scalar axes to MAX_COORD_FLOAT ranges from worldsize.h
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void UTIL_BoundToWorldSize( Vector *pVecPos );
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// Increments the passed key for the current map, eg "viewed" if TF holds the number of times the player has
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// viewed the intro movie for this map
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void UTIL_IncrementMapKey( const char *pszCustomKey );
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// Gets the value of the passed key for the current map, eg "viewed" for number of times the player has viewed
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// the intro movie for this map
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int UTIL_GetMapKeyCount( const char *pszCustomKey );
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// Returns true if the user has loaded any maps, false otherwise.
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bool UTIL_HasLoadedAnyMap();
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#endif // !UTIL_H
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