Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Simple model entity that randomly moves and changes direction
// when activated.
//
//=============================================================================//
#include "cbase.h"
class CMyModelEntity : public CBaseAnimating
{
public:
DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
DECLARE_DATADESC();
void Spawn( void );
void Precache( void );
void MoveThink( void );
// Input function
void InputToggle( inputdata_t &inputData );
private:
bool m_bActive;
float m_flNextChangeTime;
};
LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
// Start of our data description for the class
BEGIN_DATADESC( CMyModelEntity )
// Save/restore our active state
DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
// Links our input name from Hammer to our input member function
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
// Declare our think function
DEFINE_THINKFUNC( MoveThink ),
END_DATADESC()
// Name of our entity's model
#define ENTITY_MODEL "models/gibs/airboat_broken_engine.mdl"
//-----------------------------------------------------------------------------
// Purpose: Precache assets used by the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::Precache( void )
{
PrecacheModel( ENTITY_MODEL );
}
//-----------------------------------------------------------------------------
// Purpose: Sets up the entity's initial state
//-----------------------------------------------------------------------------
void CMyModelEntity::Spawn( void )
{
Precache();
SetModel( ENTITY_MODEL );
SetSolid( SOLID_BBOX );
UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) );
m_bActive = false;
}
//-----------------------------------------------------------------------------
// Purpose: Think function to randomly move the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::MoveThink( void )
{
// See if we should change direction again
if ( m_flNextChangeTime < gpGlobals->curtime )
{
// Randomly take a new direction and speed
Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
SetAbsVelocity( vecNewVelocity );
// Randomly change it again within one to three seconds
m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
}
// Snap our facing to where we're heading
Vector velFacing = GetAbsVelocity();
QAngle angFacing;
VectorAngles( velFacing, angFacing );
SetAbsAngles( angFacing );
// Think every 20Hz
SetNextThink( gpGlobals->curtime + 0.05f );
}
//-----------------------------------------------------------------------------
// Purpose: Toggle the movement of the entity
//-----------------------------------------------------------------------------
void CMyModelEntity::InputToggle( inputdata_t &inputData )
{
// Toggle our active state
if ( !m_bActive )
{
// Start thinking
SetThink( &CMyModelEntity::MoveThink );
SetNextThink( gpGlobals->curtime + 0.05f );
// Start flying
SetMoveType( MOVETYPE_FLY );
// Set our next time for changing our speed and direction
m_flNextChangeTime = gpGlobals->curtime;
m_bActive = true;
}
else
{
// Stop thinking
SetThink( NULL );
// Stop moving
SetAbsVelocity( vec3_origin );
SetMoveType( MOVETYPE_NONE );
m_bActive = false;
}
}