//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basetempentity.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: create clientside physics prop, as breaks model if needed //----------------------------------------------------------------------------- class CTEPhysicsProp : public CBaseTempEntity { public: DECLARE_CLASS( CTEPhysicsProp, CBaseTempEntity ); CTEPhysicsProp( const char *name ); virtual ~CTEPhysicsProp( void ); DECLARE_SERVERCLASS(); public: CNetworkVector( m_vecOrigin ); CNetworkQAngle( m_angRotation ); CNetworkVector( m_vecVelocity ); CNetworkVar( int, m_nModelIndex ); CNetworkVar( int, m_nSkin ); CNetworkVar( int, m_nFlags ); CNetworkVar( int, m_nEffects ); CNetworkColor32( m_clrRender ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTEPhysicsProp::CTEPhysicsProp( const char *name ) : CBaseTempEntity( name ) { color32 white = {255, 255, 255, 255}; m_vecOrigin.Init(); m_angRotation.Init(); m_vecVelocity.Init(); m_nModelIndex = 0; m_nSkin = 0; m_nFlags = 0; m_nEffects = 0; m_clrRender = white; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEPhysicsProp::~CTEPhysicsProp( void ) { } IMPLEMENT_SERVERCLASS_ST(CTEPhysicsProp, DT_TEPhysicsProp) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13 ), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13 ), SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13 ), SendPropVector( SENDINFO(m_vecVelocity), -1, SPROP_COORD), SendPropModelIndex( SENDINFO(m_nModelIndex) ), SendPropInt( SENDINFO(m_nSkin), ANIMATION_SKIN_BITS), SendPropInt( SENDINFO(m_nFlags), 2, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nEffects), EF_MAX_BITS, SPROP_UNSIGNED), SendPropInt( SENDINFO(m_clrRender), 32, SPROP_UNSIGNED, SendProxy_Color32ToInt32 ), END_SEND_TABLE() // Singleton to fire TEBreakModel objects static CTEPhysicsProp s_TEPhysicsProp( "physicsprop" ); void TE_PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects, color24 renderColor ) { color32 clrRenderConverted; clrRenderConverted.r = renderColor.r; clrRenderConverted.g = renderColor.g; clrRenderConverted.b = renderColor.b; clrRenderConverted.a = 255; s_TEPhysicsProp.m_vecOrigin = pos; s_TEPhysicsProp.m_angRotation = angles; s_TEPhysicsProp.m_vecVelocity = vel; s_TEPhysicsProp.m_nModelIndex = modelindex; s_TEPhysicsProp.m_nSkin = skin; s_TEPhysicsProp.m_nFlags = flags; s_TEPhysicsProp.m_nEffects = effects; s_TEPhysicsProp.m_clrRender = clrRenderConverted; // Send it over the wire s_TEPhysicsProp.Create( filter, delay ); }