mirror of
https://github.com/nillerusr/source-engine.git
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133 lines
4.2 KiB
C++
133 lines
4.2 KiB
C++
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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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#include "cbase.h"
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#include "basetempentity.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: create clientside physics prop, as breaks model if needed
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//-----------------------------------------------------------------------------
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class CTEPhysicsProp : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEPhysicsProp, CBaseTempEntity );
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CTEPhysicsProp( const char *name );
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virtual ~CTEPhysicsProp( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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virtual void Precache( void );
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DECLARE_SERVERCLASS();
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public:
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CNetworkVector( m_vecOrigin );
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CNetworkQAngle( m_angRotation );
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CNetworkVector( m_vecVelocity );
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CNetworkVar( int, m_nModelIndex );
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CNetworkVar( int, m_nSkin );
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CNetworkVar( int, m_nFlags );
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CNetworkVar( int, m_nEffects );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEPhysicsProp::CTEPhysicsProp( const char *name ) :
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CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_angRotation.Init();
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m_vecVelocity.Init();
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m_nModelIndex = 0;
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m_nSkin = 0;
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m_nFlags = 0;
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m_nEffects = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEPhysicsProp::~CTEPhysicsProp( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTEPhysicsProp::Precache( void )
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{
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CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *current_origin -
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// *current_angles -
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//-----------------------------------------------------------------------------
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void CTEPhysicsProp::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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// Fill in data
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m_nModelIndex = CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
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m_nSkin = 0;
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m_vecOrigin = current_origin;
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m_angRotation = current_angles;
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m_vecVelocity.Init( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( 0, 20 ) );
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m_nFlags = 0;
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m_nEffects = 0;
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Vector forward, right;
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m_vecOrigin += Vector( 0, 0, 24 );
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AngleVectors( current_angles, &forward, &right, 0 );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
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VectorMA( m_vecOrigin, 25.0, right, m_vecOrigin.GetForModify() );
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CBroadcastRecipientFilter filter;
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Create( filter, 0.0 );
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}
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IMPLEMENT_SERVERCLASS_ST(CTEPhysicsProp, DT_TEPhysicsProp)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13 ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13 ),
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SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13 ),
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SendPropVector( SENDINFO(m_vecVelocity), -1, SPROP_COORD),
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropInt( SENDINFO(m_nSkin), ANIMATION_SKIN_BITS),
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SendPropInt( SENDINFO(m_nFlags), 2, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nEffects), EF_MAX_BITS, SPROP_UNSIGNED),
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END_SEND_TABLE()
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// Singleton to fire TEBreakModel objects
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static CTEPhysicsProp s_TEPhysicsProp( "physicsprop" );
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void TE_PhysicsProp( IRecipientFilter& filter, float delay,
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int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects )
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{
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s_TEPhysicsProp.m_vecOrigin = pos;
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s_TEPhysicsProp.m_angRotation = angles;
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s_TEPhysicsProp.m_vecVelocity = vel;
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s_TEPhysicsProp.m_nModelIndex = modelindex;
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s_TEPhysicsProp.m_nSkin = skin;
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s_TEPhysicsProp.m_nFlags = flags;
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s_TEPhysicsProp.m_nEffects = effects;
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// Send it over the wire
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s_TEPhysicsProp.Create( filter, delay );
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}
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