//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_baseentity.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- class C_PhysMagnet : public C_BaseAnimating { DECLARE_CLASS( C_PhysMagnet, C_BaseAnimating ); public: DECLARE_CLIENTCLASS(); C_PhysMagnet(); virtual ~C_PhysMagnet(); void PostDataUpdate( DataUpdateType_t updateType ); bool GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const; public: // Data received from the server CUtlVector< int > m_aAttachedObjectsFromServer; // Private list of entities on the magnet CUtlVector< EHANDLE > m_aAttachedObjects; }; //----------------------------------------------------------------------------- // Purpose: RecvProxy that converts the Magnet's attached object entindexes to handles //----------------------------------------------------------------------------- void RecvProxy_MagnetAttachedObjectList( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_PhysMagnet *pMagnet = (C_PhysMagnet*)pOut; pMagnet->m_aAttachedObjectsFromServer[pData->m_iElement] = pData->m_Value.m_Int; } void RecvProxyArrayLength_MagnetAttachedArray( void *pStruct, int objectID, int currentArrayLength ) { C_PhysMagnet *pMagnet = (C_PhysMagnet*)pStruct; if ( pMagnet->m_aAttachedObjectsFromServer.Count() != currentArrayLength ) pMagnet->m_aAttachedObjectsFromServer.SetSize( currentArrayLength ); } IMPLEMENT_CLIENTCLASS_DT(C_PhysMagnet, DT_PhysMagnet, CPhysMagnet) // ROBIN: Disabled because we don't need it anymore /* RecvPropArray2( RecvProxyArrayLength_MagnetAttachedArray, RecvPropInt( "magnetattached_array_element", 0, SIZEOF_IGNORE, 0, RecvProxy_MagnetAttachedObjectList ), 128, 0, "magnetattached_array" ) */ END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PhysMagnet::C_PhysMagnet() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_PhysMagnet::~C_PhysMagnet() { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_PhysMagnet::PostDataUpdate( DataUpdateType_t updateType ) { BaseClass::PostDataUpdate( updateType ); /* // First, detect any entities removed from the magnet and restore their shadows int iCount = m_aAttachedObjects.Count(); int iServerCount = m_aAttachedObjectsFromServer.Count(); for ( int i = 0; i < iCount; i++ ) { int iEntIndex = m_aAttachedObjects[i]->entindex(); for ( int j = 0; j < iServerCount; j++ ) { if ( iEntIndex == m_aAttachedObjectsFromServer[j] ) break; } if ( j == iServerCount ) { // Ok, a previously attached object is no longer attached m_aAttachedObjects[i]->SetShadowUseOtherEntity( NULL ); m_aAttachedObjects.Remove(i); } } // Make sure newly attached entities have vertical shadows too for ( i = 0; i < iServerCount; i++ ) { C_BaseEntity *pEntity = cl_entitylist->GetEnt( m_aAttachedObjectsFromServer[i] ); if ( m_aAttachedObjects.Find( pEntity ) == m_aAttachedObjects.InvalidIndex() ) { pEntity->SetShadowUseOtherEntity( this ); m_aAttachedObjects.AddToTail( pEntity ); } } */ } //----------------------------------------------------------------------------- // Purpose: Return a per-entity shadow cast direction //----------------------------------------------------------------------------- bool C_PhysMagnet::GetShadowCastDirection( Vector *pDirection, ShadowType_t shadowType ) const { // Magnets shadow is more vertical than others //Vector vecDown = g_pClientShadowMgr->GetShadowDirection() - Vector(0,0,1); //VectorNormalize( vecDown ); //*pDirection = vecDown; *pDirection = Vector(0,0,-1); return true; }