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| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/te_physicsprop.cpp | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/te_physicsprop.cpp')
| -rw-r--r-- | mp/src/game/server/te_physicsprop.cpp | 133 |
1 files changed, 133 insertions, 0 deletions
diff --git a/mp/src/game/server/te_physicsprop.cpp b/mp/src/game/server/te_physicsprop.cpp new file mode 100644 index 00000000..c2cd70e1 --- /dev/null +++ b/mp/src/game/server/te_physicsprop.cpp @@ -0,0 +1,133 @@ +//========= 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 );
+}
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