//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Big pulsating ball inside the core of the citadel // //=============================================================================// #include "cbase.h" #include "baseentity.h" #define COREBALL_MODEL "models/props_combine/coreball.mdl" class CPropScalable : public CBaseAnimating { public: DECLARE_CLASS( CPropScalable, CBaseAnimating ); DECLARE_DATADESC(); DECLARE_SERVERCLASS(); CPropScalable(); virtual void Spawn( void ); virtual void Precache( void ); CNetworkVar( float, m_flScaleX ); CNetworkVar( float, m_flScaleY ); CNetworkVar( float, m_flScaleZ ); CNetworkVar( float, m_flLerpTimeX ); CNetworkVar( float, m_flLerpTimeY ); CNetworkVar( float, m_flLerpTimeZ ); CNetworkVar( float, m_flGoalTimeX ); CNetworkVar( float, m_flGoalTimeY ); CNetworkVar( float, m_flGoalTimeZ ); void InputSetScaleX( inputdata_t &inputdata ); void InputSetScaleY( inputdata_t &inputdata ); void InputSetScaleZ( inputdata_t &inputdata ); }; LINK_ENTITY_TO_CLASS( prop_coreball, CPropScalable ); LINK_ENTITY_TO_CLASS( prop_scalable, CPropScalable ); BEGIN_DATADESC( CPropScalable ) DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleX", InputSetScaleX ), DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleY", InputSetScaleY ), DEFINE_INPUTFUNC( FIELD_VECTOR, "SetScaleZ", InputSetScaleZ ), DEFINE_FIELD( m_flScaleX, FIELD_FLOAT ), DEFINE_FIELD( m_flScaleY, FIELD_FLOAT ), DEFINE_FIELD( m_flScaleZ, FIELD_FLOAT ), DEFINE_FIELD( m_flLerpTimeX, FIELD_FLOAT ), DEFINE_FIELD( m_flLerpTimeY, FIELD_FLOAT ), DEFINE_FIELD( m_flLerpTimeZ, FIELD_FLOAT ), DEFINE_FIELD( m_flGoalTimeX, FIELD_FLOAT ), DEFINE_FIELD( m_flGoalTimeY, FIELD_FLOAT ), DEFINE_FIELD( m_flGoalTimeZ, FIELD_FLOAT ), END_DATADESC() IMPLEMENT_SERVERCLASS_ST( CPropScalable, DT_PropScalable ) SendPropFloat( SENDINFO(m_flScaleX), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flScaleY), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flScaleZ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flLerpTimeX), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flLerpTimeY), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flLerpTimeZ), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flGoalTimeX), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flGoalTimeY), 0, SPROP_NOSCALE ), SendPropFloat( SENDINFO(m_flGoalTimeZ), 0, SPROP_NOSCALE ), END_SEND_TABLE() CPropScalable::CPropScalable( void ) { m_flScaleX = 1.0f; m_flScaleY = 1.0f; m_flScaleZ = 1.0f; UseClientSideAnimation(); } void CPropScalable::Spawn( void ) { // Stomp our model name if we're the coreball (legacy) if ( FClassnameIs( this, "prop_coreball" ) ) { PrecacheModel( COREBALL_MODEL ); SetModel( COREBALL_MODEL ); } else { char *szModel = (char *)STRING( GetModelName() ); if (!szModel || !*szModel) { Warning( "prop_scalable at %.0f %.0f %0.f missing modelname\n", GetAbsOrigin().x, GetAbsOrigin().y, GetAbsOrigin().z ); UTIL_Remove( this ); return; } PrecacheModel( szModel ); SetModel( szModel ); } SetMoveType( MOVETYPE_NONE ); BaseClass::Spawn(); AddEffects( EF_NOSHADOW ); SetSequence( 0 ); SetPlaybackRate( 1.0f ); } void CPropScalable::Precache( void ) { BaseClass::Precache(); } void CPropScalable::InputSetScaleX( inputdata_t &inputdata ) { Vector vecScale; inputdata.value.Vector3D( vecScale ); m_flScaleX = vecScale.x; m_flLerpTimeX = vecScale.y; m_flGoalTimeX = gpGlobals->curtime; } void CPropScalable::InputSetScaleY( inputdata_t &inputdata ) { Vector vecScale; inputdata.value.Vector3D( vecScale ); m_flScaleY = vecScale.x; m_flLerpTimeY = vecScale.y; m_flGoalTimeY = gpGlobals->curtime; } void CPropScalable::InputSetScaleZ( inputdata_t &inputdata ) { Vector vecScale; inputdata.value.Vector3D( vecScale ); m_flScaleZ = vecScale.x; m_flLerpTimeZ = vecScale.y; m_flGoalTimeZ = gpGlobals->curtime; }