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.
*
* This source code contains proprietary and confidential information of
* Valve LLC and its suppliers. Access to this code is restricted to
* persons who have executed a written SDK license with Valve. Any access,
* use or distribution of this code by or to any unlicensed person is illegal.
*
****/
#include "extdll.h"
#include "util.h"
#include "cbase.h"
#include "schedule.h"
//=========================================================
// Generic item
//=========================================================
class CItemGeneric : public CBaseAnimating
{
public:
int Save(CSave &save);
int Restore(CRestore &restore);
static TYPEDESCRIPTION m_SaveData[];
void Spawn(void);
void Precache(void);
void KeyValue(KeyValueData* pkvd);
void EXPORT StartupThink(void);
void EXPORT SequenceThink(void);
string_t m_iszSequenceName;
};
LINK_ENTITY_TO_CLASS(item_generic, CItemGeneric);
TYPEDESCRIPTION CItemGeneric::m_SaveData[] =
{
DEFINE_FIELD(CItemGeneric, m_iszSequenceName, FIELD_STRING),
};
IMPLEMENT_SAVERESTORE(CItemGeneric, CBaseAnimating);
void CItemGeneric::Spawn(void)
{
Precache();
SET_MODEL(ENT(pev), STRING(pev->model));
UTIL_SetOrigin(pev, pev->origin);
UTIL_SetSize(pev, Vector(-16, -16, 0), Vector(16, 16, 32));
pev->takedamage = DAMAGE_NO;
pev->solid = SOLID_BBOX;
pev->sequence = -1;
// Call startup sequence to look for a sequence to play.
SetThink(&CItemGeneric::StartupThink);
pev->nextthink = gpGlobals->time + 0.1f;
}
void CItemGeneric::Precache(void)
{
PRECACHE_MODEL(STRING(pev->model));
}
void CItemGeneric::KeyValue(KeyValueData* pkvd)
{
if (FStrEq(pkvd->szKeyName, "sequencename"))
{
m_iszSequenceName = ALLOC_STRING(pkvd->szValue);
pkvd->fHandled = TRUE;
}
else
CBaseAnimating::KeyValue(pkvd);
}
void CItemGeneric::StartupThink(void)
{
// Try to look for a sequence to play.
int iSequence = -1;
iSequence = LookupSequence(STRING(m_iszSequenceName));
// Validate sequence.
if (iSequence != -1)
{
pev->sequence = iSequence;
SetThink(&CItemGeneric::SequenceThink);
pev->nextthink = gpGlobals->time + 0.01f;
}
else
{
// Cancel play sequence.
SetThink(NULL);
}
}
void CItemGeneric::SequenceThink(void)
{
// Set next think time.
pev->nextthink = gpGlobals->time + 0.1f;
// Advance frames and dispatch events.
StudioFrameAdvance();
DispatchAnimEvents();
// Restart sequence
if (m_fSequenceFinished)
{
pev->frame = 0;
ResetSequenceInfo();
if (!m_fSequenceLoops)
{
// Prevent from calling ItemThink.
SetThink(NULL);
m_fSequenceFinished = TRUE;
return;
}
else
{
pev->frame = 0;
ResetSequenceInfo();
}
}
}