mirror of
https://github.com/alliedmodders/hl2sdk.git
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150 lines
4.0 KiB
C++
150 lines
4.0 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Big pulsating ball inside the core of the citadel
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseentity.h"
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#define COREBALL_MODEL "models/props_combine/coreball.mdl"
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class CPropScalable : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CPropScalable, CBaseAnimating );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CPropScalable();
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virtual void Spawn( void );
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virtual void Precache( void );
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CNetworkVar( float, m_flScaleX );
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CNetworkVar( float, m_flScaleY );
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CNetworkVar( float, m_flScaleZ );
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CNetworkVar( float, m_flLerpTimeX );
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CNetworkVar( float, m_flLerpTimeY );
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CNetworkVar( float, m_flLerpTimeZ );
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CNetworkVar( float, m_flGoalTimeX );
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CNetworkVar( float, m_flGoalTimeY );
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CNetworkVar( float, m_flGoalTimeZ );
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void InputSetScaleX( inputdata_t &inputdata );
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void InputSetScaleY( inputdata_t &inputdata );
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void InputSetScaleZ( inputdata_t &inputdata );
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};
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LINK_ENTITY_TO_CLASS( prop_coreball, CPropScalable );
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LINK_ENTITY_TO_CLASS( prop_scalable, CPropScalable );
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BEGIN_DATADESC( CPropScalable )
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DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleX", InputSetScaleX ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleY", InputSetScaleY ),
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DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleZ", InputSetScaleZ ),
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DEFINE_FIELD( m_flScaleX, FIELD_FLOAT ),
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DEFINE_FIELD( m_flScaleY, FIELD_FLOAT ),
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DEFINE_FIELD( m_flScaleZ, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLerpTimeX, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLerpTimeY, FIELD_FLOAT ),
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DEFINE_FIELD( m_flLerpTimeZ, FIELD_FLOAT ),
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DEFINE_FIELD( m_flGoalTimeX, FIELD_FLOAT ),
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DEFINE_FIELD( m_flGoalTimeY, FIELD_FLOAT ),
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DEFINE_FIELD( m_flGoalTimeZ, FIELD_FLOAT ),
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END_DATADESC()
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IMPLEMENT_SERVERCLASS_ST( CPropScalable, DT_PropScalable )
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SendPropFloat( SENDINFO(m_flScaleX), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flScaleY), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flScaleZ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flLerpTimeX), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flLerpTimeY), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flLerpTimeZ), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flGoalTimeX), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flGoalTimeY), 0, SPROP_NOSCALE ),
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SendPropFloat( SENDINFO(m_flGoalTimeZ), 0, SPROP_NOSCALE ),
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END_SEND_TABLE()
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CPropScalable::CPropScalable( void )
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{
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m_flScaleX = 1.0f;
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m_flScaleY = 1.0f;
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m_flScaleZ = 1.0f;
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UseClientSideAnimation();
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}
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void CPropScalable::Spawn( void )
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{
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// Stomp our model name if we're the coreball (legacy)
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if ( FClassnameIs( this, "prop_coreball" ) )
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{
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PrecacheModel( COREBALL_MODEL );
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SetModel( COREBALL_MODEL );
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}
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else
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{
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char *szModel = (char *)STRING( GetModelName() );
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if (!szModel || !*szModel)
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{
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Warning( "prop_scalable at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z );
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UTIL_Remove( this );
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return;
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}
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PrecacheModel( szModel );
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SetModel( szModel );
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}
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SetMoveType( MOVETYPE_NONE );
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BaseClass::Spawn();
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AddEffects( EF_NOSHADOW );
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SetSequence( 0 );
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SetPlaybackRate( 1.0f );
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}
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void CPropScalable::Precache( void )
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{
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BaseClass::Precache();
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}
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void CPropScalable::InputSetScaleX( inputdata_t &inputdata )
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{
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Vector vecScale;
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inputdata.value.Vector3D( vecScale );
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m_flScaleX = vecScale.x;
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m_flLerpTimeX = vecScale.y;
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m_flGoalTimeX = gpGlobals->curtime;
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}
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void CPropScalable::InputSetScaleY( inputdata_t &inputdata )
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{
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Vector vecScale;
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inputdata.value.Vector3D( vecScale );
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m_flScaleY = vecScale.x;
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m_flLerpTimeY = vecScale.y;
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m_flGoalTimeY = gpGlobals->curtime;
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}
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void CPropScalable::InputSetScaleZ( inputdata_t &inputdata )
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{
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Vector vecScale;
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inputdata.value.Vector3D( vecScale );
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m_flScaleZ = vecScale.x;
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m_flLerpTimeZ = vecScale.y;
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m_flGoalTimeZ = gpGlobals->curtime;
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} |