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//========= Copyright 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 );
virtual void Test( const Vector& current_origin, const QAngle& current_angles ); virtual void Precache( 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 ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPhysicsProp::CTEPhysicsProp( const char *name ) : CBaseTempEntity( name ) { m_vecOrigin.Init(); m_angRotation.Init(); m_vecVelocity.Init(); m_nModelIndex = 0; m_nSkin = 0; m_nFlags = 0; m_nEffects = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPhysicsProp::~CTEPhysicsProp( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTEPhysicsProp::Precache( void ) { CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEPhysicsProp::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data
m_nModelIndex = CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" ); m_nSkin = 0; m_vecOrigin = current_origin; m_angRotation = current_angles; m_vecVelocity.Init( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( 0, 20 ) ); m_nFlags = 0; m_nEffects = 0; Vector forward, right;
m_vecOrigin += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward, &right, 0 ); forward[2] = 0.0; VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() ); VectorMA( m_vecOrigin, 25.0, right, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
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), 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 ) { 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;
// Send it over the wire
s_TEPhysicsProp.Create( filter, delay ); }
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