Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Base class for simple projectiles
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "cbaseanimatingprojectile.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
LINK_ENTITY_TO_CLASS( baseanimating_projectile, CBaseAnimatingProjectile );
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBaseAnimatingProjectile )
DEFINE_FIELD( m_iDmg, FIELD_INTEGER ),
DEFINE_FIELD( m_iDmgType, FIELD_INTEGER ),
END_DATADESC()
//---------------------------------------------------------
//---------------------------------------------------------
void CBaseAnimatingProjectile::Spawn( char *pszModel,
const Vector &vecOrigin,
const Vector &vecVelocity,
edict_t *pOwner,
MoveType_t iMovetype,
MoveCollide_t nMoveCollide,
int iDamage,
int iDamageType )
{
Precache();
SetSolid( SOLID_BBOX );
SetModel( pszModel );
UTIL_SetSize( this, vec3_origin, vec3_origin );
m_iDmg = iDamage;
m_iDmgType = iDamageType;
SetMoveType( iMovetype, nMoveCollide );
UTIL_SetOrigin( this, vecOrigin );
SetAbsVelocity( vecVelocity );
SetOwnerEntity( Instance( pOwner ) );
QAngle qAngles;
VectorAngles( vecVelocity, qAngles );
SetAbsAngles( qAngles );
}
//---------------------------------------------------------
//---------------------------------------------------------
void CBaseAnimatingProjectile::Touch( CBaseEntity *pOther )
{
CBaseEntity *pOwner;
pOwner = GetOwnerEntity();
if( !pOwner )
{
pOwner = this;
}
trace_t tr;
tr = BaseClass::GetTouchTrace( );
CTakeDamageInfo info( this, pOwner, m_iDmg, m_iDmgType );
GuessDamageForce( &info, (tr.endpos - tr.startpos), tr.endpos );
pOther->TakeDamage( info );
UTIL_Remove( this );
}