source-engine/game/client/dod/c_dod_baserocket.cpp

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2022-04-16 09:05:19 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_baseanimating.h"
class C_DODBaseRocket : public C_BaseAnimating
{
public:
DECLARE_CLASS( C_DODBaseRocket, C_BaseAnimating );
DECLARE_CLIENTCLASS();
C_DODBaseRocket();
virtual ~C_DODBaseRocket();
virtual void Spawn();
virtual int DrawModel( int flags );
virtual void PostDataUpdate( DataUpdateType_t type );
private:
CNetworkVector( m_vInitialVelocity );
float m_flSpawnTime;
};
IMPLEMENT_CLIENTCLASS_DT(C_DODBaseRocket, DT_DODBaseRocket, CDODBaseRocket)
RecvPropVector( RECVINFO( m_vInitialVelocity ) )
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_DODBaseRocket::C_DODBaseRocket()
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_DODBaseRocket::~C_DODBaseRocket()
{
ParticleProp()->StopEmission();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODBaseRocket::Spawn()
{
m_flSpawnTime = gpGlobals->curtime;
BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODBaseRocket::PostDataUpdate( DataUpdateType_t type )
{
BaseClass::PostDataUpdate( type );
if ( type == DATA_UPDATE_CREATED )
{
// Now stick our initial velocity into the interpolation history
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
interpolator.ClearHistory();
float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
// Add a sample 1 second back.
Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
// Add the current sample.
vCurOrigin = GetLocalOrigin();
interpolator.AddToHead( changeTime, &vCurOrigin, false );
// do the same for angles
CInterpolatedVar< QAngle > &rotInterpolator = GetRotationInterpolator();
rotInterpolator.ClearHistory();
// Add a rotation sample 1 second back
QAngle vCurAngles = GetLocalAngles();
rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );
// Add the current rotation
rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );
int iAttachment = 1; //LookupAttachment( "smoke" ); // don't do bone access at this time, we know it's 1.
ParticleProp()->Create( "rockettrail", PATTACH_POINT_FOLLOW, iAttachment );
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_DODBaseRocket::DrawModel( int flags )
{
// During the first half-second of our life, don't draw ourselves
if ( gpGlobals->curtime - m_flSpawnTime < 0.2 )
{
return 0;
}
return BaseClass::DrawModel( flags );
}