Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_baseanimating.h"
class C_DODBaseRocket : public C_BaseAnimating { public: DECLARE_CLASS( C_DODBaseRocket, C_BaseAnimating ); DECLARE_CLIENTCLASS();
C_DODBaseRocket(); virtual ~C_DODBaseRocket();
virtual void Spawn(); virtual int DrawModel( int flags ); virtual void PostDataUpdate( DataUpdateType_t type );
private: CNetworkVector( m_vInitialVelocity ); float m_flSpawnTime; };
IMPLEMENT_CLIENTCLASS_DT(C_DODBaseRocket, DT_DODBaseRocket, CDODBaseRocket) RecvPropVector( RECVINFO( m_vInitialVelocity ) ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_DODBaseRocket::C_DODBaseRocket() { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_DODBaseRocket::~C_DODBaseRocket() { ParticleProp()->StopEmission(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODBaseRocket::Spawn() { m_flSpawnTime = gpGlobals->curtime; BaseClass::Spawn(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_DODBaseRocket::PostDataUpdate( DataUpdateType_t type ) { BaseClass::PostDataUpdate( type );
if ( type == DATA_UPDATE_CREATED ) { // Now stick our initial velocity into the interpolation history
CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator(); interpolator.ClearHistory(); float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );
// Add a sample 1 second back.
Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity; interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );
// Add the current sample.
vCurOrigin = GetLocalOrigin(); interpolator.AddToHead( changeTime, &vCurOrigin, false );
// do the same for angles
CInterpolatedVar< QAngle > &rotInterpolator = GetRotationInterpolator();
rotInterpolator.ClearHistory();
// Add a rotation sample 1 second back
QAngle vCurAngles = GetLocalAngles(); rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );
// Add the current rotation
rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );
int iAttachment = 1; //LookupAttachment( "smoke" ); // don't do bone access at this time, we know it's 1.
ParticleProp()->Create( "rockettrail", PATTACH_POINT_FOLLOW, iAttachment ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
int C_DODBaseRocket::DrawModel( int flags ) { // During the first half-second of our life, don't draw ourselves
if ( gpGlobals->curtime - m_flSpawnTime < 0.2 ) { return 0; }
return BaseClass::DrawModel( flags ); }
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