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path: root/game/client/dod/c_dod_baserocket.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: 
//
//=============================================================================//

#include "cbase.h"
#include "c_baseanimating.h"


class C_DODBaseRocket : public C_BaseAnimating
{
public:
	DECLARE_CLASS( C_DODBaseRocket, C_BaseAnimating );
	DECLARE_CLIENTCLASS();

					C_DODBaseRocket();
	virtual			~C_DODBaseRocket();

	virtual void Spawn();
	virtual int DrawModel( int flags );
	virtual void PostDataUpdate( DataUpdateType_t type );

private:
	CNetworkVector( m_vInitialVelocity );
	float m_flSpawnTime;
};


IMPLEMENT_CLIENTCLASS_DT(C_DODBaseRocket, DT_DODBaseRocket, CDODBaseRocket)
	RecvPropVector( RECVINFO( m_vInitialVelocity ) )
END_RECV_TABLE()

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_DODBaseRocket::C_DODBaseRocket()
{
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
C_DODBaseRocket::~C_DODBaseRocket()
{
	ParticleProp()->StopEmission();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_DODBaseRocket::Spawn()
{
	m_flSpawnTime = gpGlobals->curtime;
	BaseClass::Spawn();
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_DODBaseRocket::PostDataUpdate( DataUpdateType_t type )
{
	BaseClass::PostDataUpdate( type );

	if ( type == DATA_UPDATE_CREATED )
	{
		// Now stick our initial velocity into the interpolation history 
		CInterpolatedVar< Vector > &interpolator = GetOriginInterpolator();
		
		interpolator.ClearHistory();
		float changeTime = GetLastChangeTime( LATCH_SIMULATION_VAR );

		// Add a sample 1 second back.
		Vector vCurOrigin = GetLocalOrigin() - m_vInitialVelocity;
		interpolator.AddToHead( changeTime - 1.0, &vCurOrigin, false );

		// Add the current sample.
		vCurOrigin = GetLocalOrigin();
		interpolator.AddToHead( changeTime, &vCurOrigin, false );

		// do the same for angles
		CInterpolatedVar< QAngle > &rotInterpolator = GetRotationInterpolator();

		rotInterpolator.ClearHistory();

		// Add a rotation sample 1 second back
		QAngle vCurAngles = GetLocalAngles();
		rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );

		// Add the current rotation
		rotInterpolator.AddToHead( changeTime - 1.0, &vCurAngles, false );

		int iAttachment = 1; //LookupAttachment( "smoke" );	// don't do bone access at this time, we know it's 1.
		ParticleProp()->Create( "rockettrail", PATTACH_POINT_FOLLOW, iAttachment );
	}
}

//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
int C_DODBaseRocket::DrawModel( int flags )
{
	// During the first half-second of our life, don't draw ourselves
	if ( gpGlobals->curtime - m_flSpawnTime < 0.2 )
	{
		return 0;
	}

	return BaseClass::DrawModel( flags );
}