Counter Strike : Global Offensive Source Code
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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_physics_prop_statue.h"
#include "debugoverlay_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_StatueProp, DT_StatueProp, CStatueProp) RecvPropEHandle( RECVINFO( m_hInitBaseAnimating ) ), RecvPropBool( RECVINFO( m_bShatter ) ), RecvPropInt( RECVINFO( m_nShatterFlags ) ), RecvPropVector( RECVINFO( m_vShatterPosition ) ), RecvPropVector( RECVINFO( m_vShatterForce ) ), END_RECV_TABLE()
C_StatueProp::C_StatueProp() { }
C_StatueProp::~C_StatueProp() { }
void C_StatueProp::Spawn( void ) { BaseClass::Spawn();
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK; }
void C_StatueProp::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs ) { CBaseAnimating *pBaseAnimating = m_hInitBaseAnimating;
if ( pBaseAnimating ) { pBaseAnimating->CollisionProp()->WorldSpaceSurroundingBounds( pVecWorldMins, pVecWorldMaxs ); } }
void C_StatueProp::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( m_bShatter ) { // Here's the networked data to use with my effect
//m_nShatterFlags;
//m_vShatterPosition;
//m_vShatterForce;
//FIXME: shatter effects should call a function so derived classes can make their own
// Do shatter effects here
} }
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