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https://github.com/nillerusr/source-engine.git
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65 lines
1.5 KiB
C
65 lines
1.5 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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//=============================================================================//
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#ifndef C_GIB_H
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#define C_GIB_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define DEFAULT_GIB_LIFETIME 4.0f
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// Base client gibs
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class C_Gib : public C_BaseAnimating
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{
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typedef C_BaseAnimating BaseClass;
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public:
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~C_Gib( void );
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static C_Gib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
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bool InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
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void ClientThink( void );
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void StartTouch( C_BaseEntity *pOther );
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virtual void HitSurface( C_BaseEntity *pOther );
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protected:
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float m_flTouchDelta; // Amount of time that must pass before another touch function can be called
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};
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#ifdef HL2_CLIENT_DLL
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class CAntlionGibManager : public CAutoGameSystemPerFrame
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{
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public:
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CAntlionGibManager( char const *name ) : CAutoGameSystemPerFrame( name )
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{
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}
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// Methods of IGameSystem
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virtual void Update( float frametime );
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virtual void LevelInitPreEntity( void );
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void AddGib( C_BaseEntity *pEntity );
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void RemoveGib( C_BaseEntity *pEntity );
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private:
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typedef CHandle<C_BaseEntity> CGibHandle;
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CUtlLinkedList< CGibHandle > m_LRU;
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};
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extern CAntlionGibManager s_AntlionGibManager;
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#endif
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#endif // C_GIB_H
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