64 lines
1.5 KiB
C++
64 lines
1.5 KiB
C++
//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//===========================================================================//
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#include "cbase.h"
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#include "c_physics_prop_statue.h"
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#include "debugoverlay_shared.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_CLIENTCLASS_DT(C_StatueProp, DT_StatueProp, CStatueProp)
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RecvPropEHandle( RECVINFO( m_hInitBaseAnimating ) ),
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RecvPropBool( RECVINFO( m_bShatter ) ),
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RecvPropInt( RECVINFO( m_nShatterFlags ) ),
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RecvPropVector( RECVINFO( m_vShatterPosition ) ),
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RecvPropVector( RECVINFO( m_vShatterForce ) ),
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END_RECV_TABLE()
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C_StatueProp::C_StatueProp()
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{
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}
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C_StatueProp::~C_StatueProp()
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{
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}
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void C_StatueProp::Spawn( void )
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{
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BaseClass::Spawn();
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m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
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}
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void C_StatueProp::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
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{
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CBaseAnimating *pBaseAnimating = m_hInitBaseAnimating;
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if ( pBaseAnimating )
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{
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pBaseAnimating->CollisionProp()->WorldSpaceSurroundingBounds( pVecWorldMins, pVecWorldMaxs );
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}
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}
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void C_StatueProp::OnDataChanged( DataUpdateType_t updateType )
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{
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BaseClass::OnDataChanged( updateType );
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if ( m_bShatter )
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{
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// Here's the networked data to use with my effect
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//m_nShatterFlags;
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//m_vShatterPosition;
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//m_vShatterForce;
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//FIXME: shatter effects should call a function so derived classes can make their own
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// Do shatter effects here
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}
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}
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