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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/server/sdk/sdk_modelentity.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/server/sdk/sdk_modelentity.cpp')
-rw-r--r--mp/src/game/server/sdk/sdk_modelentity.cpp256
1 files changed, 128 insertions, 128 deletions
diff --git a/mp/src/game/server/sdk/sdk_modelentity.cpp b/mp/src/game/server/sdk/sdk_modelentity.cpp
index e3dca5b6..aad6aead 100644
--- a/mp/src/game/server/sdk/sdk_modelentity.cpp
+++ b/mp/src/game/server/sdk/sdk_modelentity.cpp
@@ -1,128 +1,128 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Simple model entity that randomly moves and changes direction
-// when activated.
-//
-//=============================================================================//
-
-#include "cbase.h"
-
-class CMyModelEntity : public CBaseAnimating
-{
-public:
- DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
- DECLARE_DATADESC();
-
- void Spawn( void );
- void Precache( void );
-
- void MoveThink( void );
-
- // Input function
- void InputToggle( inputdata_t &inputData );
-
-private:
-
- bool m_bActive;
- float m_flNextChangeTime;
-};
-
-LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
-
-// Start of our data description for the class
-BEGIN_DATADESC( CMyModelEntity )
-
- // Save/restore our active state
- DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
- DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
-
- // Links our input name from Hammer to our input member function
- DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
-
- // Declare our think function
- DEFINE_THINKFUNC( MoveThink ),
-
-END_DATADESC()
-
-// Name of our entity's model
-#define ENTITY_MODEL "models/gibs/airboat_broken_engine.mdl"
-
-//-----------------------------------------------------------------------------
-// Purpose: Precache assets used by the entity
-//-----------------------------------------------------------------------------
-void CMyModelEntity::Precache( void )
-{
- PrecacheModel( ENTITY_MODEL );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Sets up the entity's initial state
-//-----------------------------------------------------------------------------
-void CMyModelEntity::Spawn( void )
-{
- Precache();
-
- SetModel( ENTITY_MODEL );
- SetSolid( SOLID_BBOX );
- UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) );
-
- m_bActive = false;
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Think function to randomly move the entity
-//-----------------------------------------------------------------------------
-void CMyModelEntity::MoveThink( void )
-{
- // See if we should change direction again
- if ( m_flNextChangeTime < gpGlobals->curtime )
- {
- // Randomly take a new direction and speed
- Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
- SetAbsVelocity( vecNewVelocity );
-
- // Randomly change it again within one to three seconds
- m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
- }
-
- // Snap our facing to where we're heading
- Vector velFacing = GetAbsVelocity();
- QAngle angFacing;
- VectorAngles( velFacing, angFacing );
- SetAbsAngles( angFacing );
-
- // Think every 20Hz
- SetNextThink( gpGlobals->curtime + 0.05f );
-}
-
-//-----------------------------------------------------------------------------
-// Purpose: Toggle the movement of the entity
-//-----------------------------------------------------------------------------
-void CMyModelEntity::InputToggle( inputdata_t &inputData )
-{
- // Toggle our active state
- if ( !m_bActive )
- {
- // Start thinking
- SetThink( &CMyModelEntity::MoveThink );
- SetNextThink( gpGlobals->curtime + 0.05f );
-
- // Start flying
- SetMoveType( MOVETYPE_FLY );
-
- // Set our next time for changing our speed and direction
- m_flNextChangeTime = gpGlobals->curtime;
- m_bActive = true;
- }
- else
- {
- // Stop thinking
- SetThink( NULL );
-
- // Stop moving
- SetAbsVelocity( vec3_origin );
- SetMoveType( MOVETYPE_NONE );
-
- m_bActive = false;
- }
-}
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Simple model entity that randomly moves and changes direction
+// when activated.
+//
+//=============================================================================//
+
+#include "cbase.h"
+
+class CMyModelEntity : public CBaseAnimating
+{
+public:
+ DECLARE_CLASS( CMyModelEntity, CBaseAnimating );
+ DECLARE_DATADESC();
+
+ void Spawn( void );
+ void Precache( void );
+
+ void MoveThink( void );
+
+ // Input function
+ void InputToggle( inputdata_t &inputData );
+
+private:
+
+ bool m_bActive;
+ float m_flNextChangeTime;
+};
+
+LINK_ENTITY_TO_CLASS( my_model_entity, CMyModelEntity );
+
+// Start of our data description for the class
+BEGIN_DATADESC( CMyModelEntity )
+
+ // Save/restore our active state
+ DEFINE_FIELD( m_bActive, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_flNextChangeTime, FIELD_TIME ),
+
+ // Links our input name from Hammer to our input member function
+ DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
+
+ // Declare our think function
+ DEFINE_THINKFUNC( MoveThink ),
+
+END_DATADESC()
+
+// Name of our entity's model
+#define ENTITY_MODEL "models/gibs/airboat_broken_engine.mdl"
+
+//-----------------------------------------------------------------------------
+// Purpose: Precache assets used by the entity
+//-----------------------------------------------------------------------------
+void CMyModelEntity::Precache( void )
+{
+ PrecacheModel( ENTITY_MODEL );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Sets up the entity's initial state
+//-----------------------------------------------------------------------------
+void CMyModelEntity::Spawn( void )
+{
+ Precache();
+
+ SetModel( ENTITY_MODEL );
+ SetSolid( SOLID_BBOX );
+ UTIL_SetSize( this, -Vector(20,20,20), Vector(20,20,20) );
+
+ m_bActive = false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Think function to randomly move the entity
+//-----------------------------------------------------------------------------
+void CMyModelEntity::MoveThink( void )
+{
+ // See if we should change direction again
+ if ( m_flNextChangeTime < gpGlobals->curtime )
+ {
+ // Randomly take a new direction and speed
+ Vector vecNewVelocity = RandomVector( -64.0f, 64.0f );
+ SetAbsVelocity( vecNewVelocity );
+
+ // Randomly change it again within one to three seconds
+ m_flNextChangeTime = gpGlobals->curtime + random->RandomFloat( 1.0f, 3.0f );
+ }
+
+ // Snap our facing to where we're heading
+ Vector velFacing = GetAbsVelocity();
+ QAngle angFacing;
+ VectorAngles( velFacing, angFacing );
+ SetAbsAngles( angFacing );
+
+ // Think every 20Hz
+ SetNextThink( gpGlobals->curtime + 0.05f );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Toggle the movement of the entity
+//-----------------------------------------------------------------------------
+void CMyModelEntity::InputToggle( inputdata_t &inputData )
+{
+ // Toggle our active state
+ if ( !m_bActive )
+ {
+ // Start thinking
+ SetThink( &CMyModelEntity::MoveThink );
+ SetNextThink( gpGlobals->curtime + 0.05f );
+
+ // Start flying
+ SetMoveType( MOVETYPE_FLY );
+
+ // Set our next time for changing our speed and direction
+ m_flNextChangeTime = gpGlobals->curtime;
+ m_bActive = true;
+ }
+ else
+ {
+ // Stop thinking
+ SetThink( NULL );
+
+ // Stop moving
+ SetAbsVelocity( vec3_origin );
+ SetMoveType( MOVETYPE_NONE );
+
+ m_bActive = false;
+ }
+}