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 "vcollide_parse.h"
#include "c_gib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//NOTENOTE: This is not yet coupled with the server-side implementation of CGib
// This is only a client-side version of gibs at the moment
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_Gib::~C_Gib( void ) { VPhysicsDestroyObject(); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszModelName -
// vecOrigin -
// vecForceDir -
// vecAngularImp -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
C_Gib *C_Gib::CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime ) { C_Gib *pGib = new C_Gib;
if ( pGib == NULL ) return NULL;
if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, flLifetime ) == false ) return NULL;
return pGib; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszModelName -
// vecOrigin -
// vecForceDir -
// vecAngularImp -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_Gib::InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime ) { if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false ) { Release(); return false; }
SetAbsOrigin( vecOrigin ); SetCollisionGroup( COLLISION_GROUP_DEBRIS );
solid_t tmpSolid; PhysModelParseSolid( tmpSolid, this, GetModelIndex() ); m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid ); if ( m_pPhysicsObject ) { float flForce = m_pPhysicsObject->GetMass(); vecForceDir *= flForce;
m_pPhysicsObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() ); m_pPhysicsObject->SetCallbackFlags( m_pPhysicsObject->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH | CALLBACK_GLOBAL_TOUCH_STATIC ); } else { // failed to create a physics object
Release(); return false; }
SetNextClientThink( gpGlobals->curtime + flLifetime );
return true; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Gib::ClientThink( void ) { SetRenderMode( kRenderTransAlpha ); m_nRenderFX = kRenderFxFadeFast;
if ( m_clrRender->a == 0 ) { #ifdef HL2_CLIENT_DLL
s_AntlionGibManager.RemoveGib( this ); #endif
Release(); return; }
SetNextClientThink( gpGlobals->curtime + 1.0f ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_Gib::StartTouch( C_BaseEntity *pOther ) { // Limit the amount of times we can bounce
if ( m_flTouchDelta < gpGlobals->curtime ) { HitSurface( pOther ); m_flTouchDelta = gpGlobals->curtime + 0.1f; }
BaseClass::StartTouch( pOther ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_Gib::HitSurface( C_BaseEntity *pOther ) { //TODO: Implement splatter or effects in child versions
}
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