Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Big pulsating ball inside the core of the citadel
//
//=============================================================================//
#include "cbase.h"
#include "baseentity.h"
#define COREBALL_MODEL "models/props_combine/coreball.mdl"
class CPropScalable : public CBaseAnimating
{
public:
DECLARE_CLASS( CPropScalable, CBaseAnimating );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CPropScalable();
virtual void Spawn( void );
virtual void Precache( void );
CNetworkVar( float, m_flScaleX );
CNetworkVar( float, m_flScaleY );
CNetworkVar( float, m_flScaleZ );
CNetworkVar( float, m_flLerpTimeX );
CNetworkVar( float, m_flLerpTimeY );
CNetworkVar( float, m_flLerpTimeZ );
CNetworkVar( float, m_flGoalTimeX );
CNetworkVar( float, m_flGoalTimeY );
CNetworkVar( float, m_flGoalTimeZ );
void InputSetScaleX( inputdata_t &inputdata );
void InputSetScaleY( inputdata_t &inputdata );
void InputSetScaleZ( inputdata_t &inputdata );
};
LINK_ENTITY_TO_CLASS( prop_coreball, CPropScalable );
LINK_ENTITY_TO_CLASS( prop_scalable, CPropScalable );
BEGIN_DATADESC( CPropScalable )
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleX", InputSetScaleX ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleY", InputSetScaleY ),
DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleZ", InputSetScaleZ ),
DEFINE_FIELD( m_flScaleX, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleY, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleZ, FIELD_FLOAT ),
DEFINE_FIELD( m_flLerpTimeX, FIELD_FLOAT ),
DEFINE_FIELD( m_flLerpTimeY, FIELD_FLOAT ),
DEFINE_FIELD( m_flLerpTimeZ, FIELD_FLOAT ),
DEFINE_FIELD( m_flGoalTimeX, FIELD_FLOAT ),
DEFINE_FIELD( m_flGoalTimeY, FIELD_FLOAT ),
DEFINE_FIELD( m_flGoalTimeZ, FIELD_FLOAT ),
END_DATADESC()
IMPLEMENT_SERVERCLASS_ST( CPropScalable, DT_PropScalable )
SendPropFloat( SENDINFO(m_flScaleX), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flScaleY), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flScaleZ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flLerpTimeX), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flLerpTimeY), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flLerpTimeZ), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flGoalTimeX), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flGoalTimeY), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flGoalTimeZ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()
CPropScalable::CPropScalable( void )
{
m_flScaleX = 1.0f;
m_flScaleY = 1.0f;
m_flScaleZ = 1.0f;
UseClientSideAnimation();
}
void CPropScalable::Spawn( void )
{
// Stomp our model name if we're the coreball (legacy)
if ( FClassnameIs( this, "prop_coreball" ) )
{
PrecacheModel( COREBALL_MODEL );
SetModel( COREBALL_MODEL );
}
else
{
char *szModel = (char *)STRING( GetModelName() );
if (!szModel || !*szModel)
{
Warning( "prop_scalable at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
UTIL_Remove( this );
return;
}
PrecacheModel( szModel );
SetModel( szModel );
}
SetMoveType( MOVETYPE_NONE );
BaseClass::Spawn();
AddEffects( EF_NOSHADOW );
SetSequence( 0 );
SetPlaybackRate( 1.0f );
}
void CPropScalable::Precache( void )
{
BaseClass::Precache();
}
void CPropScalable::InputSetScaleX( inputdata_t &inputdata )
{
Vector vecScale;
inputdata.value.Vector3D( vecScale );
m_flScaleX = vecScale.x;
m_flLerpTimeX = vecScale.y;
m_flGoalTimeX = gpGlobals->curtime;
}
void CPropScalable::InputSetScaleY( inputdata_t &inputdata )
{
Vector vecScale;
inputdata.value.Vector3D( vecScale );
m_flScaleY = vecScale.x;
m_flLerpTimeY = vecScale.y;
m_flGoalTimeY = gpGlobals->curtime;
}
void CPropScalable::InputSetScaleZ( inputdata_t &inputdata )
{
Vector vecScale;
inputdata.value.Vector3D( vecScale );
m_flScaleZ = vecScale.x;
m_flLerpTimeZ = vecScale.y;
m_flGoalTimeZ = gpGlobals->curtime;
}