Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A gib is a chunk of a body, or a piece of wood/metal/rocks/etc.
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef GIB_H
#define GIB_H
#ifdef _WIN32
#pragma once
#endif
#include "baseanimating.h"
#include "player_pickup.h"
#include "Sprite.h"
extern CBaseEntity *CreateRagGib( const char *szModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecForce, float flFadeTime = 0.0, bool bShouldIgnite = false );
#define GERMAN_GIB_COUNT 4
#define HUMAN_GIB_COUNT 6
#define ALIEN_GIB_COUNT 4
enum GibType_e
{
GIB_HUMAN,
GIB_ALIEN,
};
class CGib : public CBaseAnimating,
public CDefaultPlayerPickupVPhysics
{
public:
DECLARE_CLASS( CGib, CBaseAnimating );
void Spawn( const char *szGibModel );
void Spawn( const char *szGibModel, float flLifetime );
void InitGib( CBaseEntity *pVictim, float fMaxVelocity, float fMinVelocity );
void BounceGibTouch ( CBaseEntity *pOther );
void StickyGibTouch ( CBaseEntity *pOther );
void WaitTillLand( void );
void DieThink( void );
void LimitVelocity( void );
virtual bool SUB_AllowedToFade( void );
void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE | FCAP_IMPULSE_USE; }
static void SpawnHeadGib( CBaseEntity *pVictim );
static void SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, GibType_e eGibType );
static void SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs );
static void SpawnSpecificGibs( CBaseEntity *pVictim, int nNumGibs, float fMaxVelocity, float fMinVelocity, const char* cModelName, float flLifetime = 25);
void SetPhysicsAttacker( CBasePlayer *pEntity, float flTime );
virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t reason );
virtual CBasePlayer *HasPhysicsAttacker( float dt );
void SetSprite( CBaseEntity *pSprite )
{
m_hSprite = pSprite;
}
CBaseEntity *GetSprite( void )
{
return m_hSprite.Get();
}
void SetFlame( CBaseEntity *pFlame )
{
m_hFlame = pFlame;
}
CBaseEntity *GetFlame( void )
{
return m_hFlame.Get();
}
DECLARE_DATADESC();
public:
void SetBloodColor( int nBloodColor );
int m_cBloodDecals;
int m_material;
float m_lifeTime;
bool m_bForceRemove;
CHandle<CBasePlayer> m_hPhysicsAttacker;
float m_flLastPhysicsInfluenceTime;
private:
// A little piece of duplicated code
void AdjustVelocityBasedOnHealth( int nHealth, Vector &vecVelocity );
int m_bloodColor;
EHANDLE m_hSprite;
EHANDLE m_hFlame;
};
class CRagGib : public CBaseAnimating
{
public:
DECLARE_CLASS( CRagGib, CBaseAnimating );
void Spawn( const char *szModel, const Vector &vecOrigin, const Vector &vecForce, float flFadeTime );
};
#endif //GIB_H