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hl2sdk/game/server/te_physicsprop.cpp
2013-06-26 15:22:04 -07:00

133 lines
4.3 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: create clientside physics prop, as breaks model if needed
//-----------------------------------------------------------------------------
class CTEPhysicsProp : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPhysicsProp, CBaseTempEntity );
CTEPhysicsProp( const char *name );
virtual ~CTEPhysicsProp( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
virtual void Precache( void );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_angRotation );
CNetworkVector( m_vecVelocity );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( int, m_nSkin );
CNetworkVar( int, m_nFlags );
CNetworkVar( int, m_nEffects );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPhysicsProp::CTEPhysicsProp( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_angRotation.Init();
m_vecVelocity.Init();
m_nModelIndex = 0;
m_nSkin = 0;
m_nFlags = 0;
m_nEffects = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPhysicsProp::~CTEPhysicsProp( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTEPhysicsProp::Precache( void )
{
CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEPhysicsProp::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nModelIndex = CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
m_nSkin = 0;
m_vecOrigin = current_origin;
m_angRotation = current_angles;
m_vecVelocity.Init( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( 0, 20 ) );
m_nFlags = 0;
m_nEffects = 0;
Vector forward, right;
m_vecOrigin += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward, &right, 0 );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
VectorMA( m_vecOrigin, 25.0, right, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEPhysicsProp, DT_TEPhysicsProp)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13 ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13 ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13 ),
SendPropVector( SENDINFO(m_vecVelocity), -1, SPROP_COORD),
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropInt( SENDINFO(m_nSkin), ANIMATION_SKIN_BITS),
SendPropInt( SENDINFO(m_nFlags), 2, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nEffects), EF_MAX_BITS, SPROP_UNSIGNED),
END_SEND_TABLE()
// Singleton to fire TEBreakModel objects
static CTEPhysicsProp s_TEPhysicsProp( "physicsprop" );
void TE_PhysicsProp( IRecipientFilter& filter, float delay,
int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects )
{
s_TEPhysicsProp.m_vecOrigin = pos;
s_TEPhysicsProp.m_angRotation = angles;
s_TEPhysicsProp.m_vecVelocity = vel;
s_TEPhysicsProp.m_nModelIndex = modelindex;
s_TEPhysicsProp.m_nSkin = skin;
s_TEPhysicsProp.m_nFlags = flags;
s_TEPhysicsProp.m_nEffects = effects;
// Send it over the wire
s_TEPhysicsProp.Create( filter, delay );
}