From f56bb35301836e56582a575a75864392a0177875 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=B8rgen=20P=2E=20Tjern=C3=B8?= Date: Mon, 2 Dec 2013 19:31:46 -0800 Subject: Fix line endings. WHAMMY. --- mp/src/game/server/sdk/sdk_modelentity.cpp | 256 ++++++++++++++--------------- 1 file changed, 128 insertions(+), 128 deletions(-) (limited to 'mp/src/game/server/sdk/sdk_modelentity.cpp') 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; + } +} -- cgit v1.2.3