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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_gib.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_gib.cpp')
-rw-r--r--mp/src/game/client/c_gib.cpp266
1 files changed, 133 insertions, 133 deletions
diff --git a/mp/src/game/client/c_gib.cpp b/mp/src/game/client/c_gib.cpp
index 3da83295..e4941cf2 100644
--- a/mp/src/game/client/c_gib.cpp
+++ b/mp/src/game/client/c_gib.cpp
@@ -1,133 +1,133 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-//=============================================================================//
-
-#include "cbase.h"
-#include "vcollide_parse.h"
-#include "c_gib.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-//NOTENOTE: This is not yet coupled with the server-side implementation of CGib
-// This is only a client-side version of gibs at the moment
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-C_Gib::~C_Gib( void )
-{
- VPhysicsDestroyObject();
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pszModelName -
-// vecOrigin -
-// vecForceDir -
-// vecAngularImp -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-C_Gib *C_Gib::CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
-{
- C_Gib *pGib = new C_Gib;
-
- if ( pGib == NULL )
- return NULL;
-
- if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, flLifetime ) == false )
- return NULL;
-
- return pGib;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pszModelName -
-// vecOrigin -
-// vecForceDir -
-// vecAngularImp -
-// Output : Returns true on success, false on failure.
-//-----------------------------------------------------------------------------
-bool C_Gib::InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
-{
- if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
- {
- Release();
- return false;
- }
-
- SetAbsOrigin( vecOrigin );
- SetCollisionGroup( COLLISION_GROUP_DEBRIS );
-
- solid_t tmpSolid;
- PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
-
- m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid );
-
- if ( m_pPhysicsObject )
- {
- float flForce = m_pPhysicsObject->GetMass();
- vecForceDir *= flForce;
-
- m_pPhysicsObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
- m_pPhysicsObject->SetCallbackFlags( m_pPhysicsObject->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH | CALLBACK_GLOBAL_TOUCH_STATIC );
- }
- else
- {
- // failed to create a physics object
- Release();
- return false;
- }
-
- SetNextClientThink( gpGlobals->curtime + flLifetime );
-
- return true;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-//-----------------------------------------------------------------------------
-void C_Gib::ClientThink( void )
-{
- SetRenderMode( kRenderTransAlpha );
- m_nRenderFX = kRenderFxFadeFast;
-
- if ( m_clrRender->a == 0 )
- {
-#ifdef HL2_CLIENT_DLL
- s_AntlionGibManager.RemoveGib( this );
-#endif
- Release();
- return;
- }
-
- SetNextClientThink( gpGlobals->curtime + 1.0f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void C_Gib::StartTouch( C_BaseEntity *pOther )
-{
- // Limit the amount of times we can bounce
- if ( m_flTouchDelta < gpGlobals->curtime )
- {
- HitSurface( pOther );
- m_flTouchDelta = gpGlobals->curtime + 0.1f;
- }
-
- BaseClass::StartTouch( pOther );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose:
-// Input : *pOther -
-//-----------------------------------------------------------------------------
-void C_Gib::HitSurface( C_BaseEntity *pOther )
-{
- //TODO: Implement splatter or effects in child versions
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#include "cbase.h"
+#include "vcollide_parse.h"
+#include "c_gib.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//NOTENOTE: This is not yet coupled with the server-side implementation of CGib
+// This is only a client-side version of gibs at the moment
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_Gib::~C_Gib( void )
+{
+ VPhysicsDestroyObject();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pszModelName -
+// vecOrigin -
+// vecForceDir -
+// vecAngularImp -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+C_Gib *C_Gib::CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
+{
+ C_Gib *pGib = new C_Gib;
+
+ if ( pGib == NULL )
+ return NULL;
+
+ if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, flLifetime ) == false )
+ return NULL;
+
+ return pGib;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pszModelName -
+// vecOrigin -
+// vecForceDir -
+// vecAngularImp -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool C_Gib::InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
+{
+ if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
+ {
+ Release();
+ return false;
+ }
+
+ SetAbsOrigin( vecOrigin );
+ SetCollisionGroup( COLLISION_GROUP_DEBRIS );
+
+ solid_t tmpSolid;
+ PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
+
+ m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid );
+
+ if ( m_pPhysicsObject )
+ {
+ float flForce = m_pPhysicsObject->GetMass();
+ vecForceDir *= flForce;
+
+ m_pPhysicsObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
+ m_pPhysicsObject->SetCallbackFlags( m_pPhysicsObject->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH | CALLBACK_GLOBAL_TOUCH_STATIC );
+ }
+ else
+ {
+ // failed to create a physics object
+ Release();
+ return false;
+ }
+
+ SetNextClientThink( gpGlobals->curtime + flLifetime );
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_Gib::ClientThink( void )
+{
+ SetRenderMode( kRenderTransAlpha );
+ m_nRenderFX = kRenderFxFadeFast;
+
+ if ( m_clrRender->a == 0 )
+ {
+#ifdef HL2_CLIENT_DLL
+ s_AntlionGibManager.RemoveGib( this );
+#endif
+ Release();
+ return;
+ }
+
+ SetNextClientThink( gpGlobals->curtime + 1.0f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void C_Gib::StartTouch( C_BaseEntity *pOther )
+{
+ // Limit the amount of times we can bounce
+ if ( m_flTouchDelta < gpGlobals->curtime )
+ {
+ HitSurface( pOther );
+ m_flTouchDelta = gpGlobals->curtime + 0.1f;
+ }
+
+ BaseClass::StartTouch( pOther );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *pOther -
+//-----------------------------------------------------------------------------
+void C_Gib::HitSurface( C_BaseEntity *pOther )
+{
+ //TODO: Implement splatter or effects in child versions
+}