Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, Valve LLC. All rights reserved.
*
* This product contains software technology licensed from Id
* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
* All Rights Reserved.
*
* Use, distribution, and modification of this source code and/or resulting
* object code is restricted to non-commercial enhancements to products from
* Valve LLC. All other use, distribution, or modification is prohibited
* without written permission from Valve LLC.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "monsters.h"
#include "animation.h"
#include "weapons.h"
#include "player.h"
class CGenericModel : public CBaseAnimating
{
public:
void Spawn(void);
void Precache(void);
void KeyValue(KeyValueData* pkvd);
void EXPORT IdleThink(void);
virtual int Save(CSave &save);
virtual int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
string_t m_iszSequence;
};
LINK_ENTITY_TO_CLASS(model_generic, CGenericModel);
TYPEDESCRIPTION CGenericModel::m_SaveData[] =
{
DEFINE_FIELD(CGenericModel, m_iszSequence, FIELD_STRING),
};
IMPLEMENT_SAVERESTORE(CGenericModel, CBaseAnimating);
void CGenericModel::KeyValue(KeyValueData* pkvd)
{
// UNDONE_WC: explicitly ignoring these fields, but they shouldn't be in the map file!
if (FStrEq(pkvd->szKeyName, "sequencename"))
{
m_iszSequence = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseDelay::KeyValue(pkvd);
}
void CGenericModel::Spawn(void)
{
Precache();
pev->solid = SOLID_NOT;
pev->movetype = MOVETYPE_NONE;
pev->takedamage = DAMAGE_NO;
SET_MODEL( ENT(pev), STRING(pev->model) );
UTIL_SetSize( pev, Vector(0, 0, 0), Vector(0, 0, 0) );
if (!FStringNull(m_iszSequence))
{
pev->sequence = LookupSequence(STRING(m_iszSequence));
if (pev->sequence < 0)
{
ALERT(at_warning, "Generic model %s: Unknown sequence named: %s\n", STRING(pev->model), STRING(m_iszSequence));
pev->sequence = 0;
}
}
else
{
pev->sequence = 0;
}
pev->frame = 0;
pev->framerate = 1.0f;
SetThink(&CGenericModel::IdleThink);
SetTouch(NULL);
SetUse(NULL);
pev->nextthink = gpGlobals->time + 0.1;
}
void CGenericModel::Precache(void)
{
PRECACHE_MODEL((char*)STRING(pev->model));
}
void CGenericModel::IdleThink(void)
{
float flInterval = StudioFrameAdvance();
pev->nextthink = gpGlobals->time + 0.5;
DispatchAnimEvents(flInterval);
if (m_fSequenceFinished)
{
if (m_fSequenceLoops)
{
pev->frame = 0;
ResetSequenceInfo();
}
else
{
SetThink( NULL );
}
}
}