Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef C_GIB_H
#define C_GIB_H
#ifdef _WIN32
#pragma once
#endif
#define DEFAULT_GIB_LIFETIME 4.0f
// Base client gibs
class C_Gib : public C_BaseAnimating
{
typedef C_BaseAnimating BaseClass;
public:
~C_Gib( void );
static C_Gib *CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
bool InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime = DEFAULT_GIB_LIFETIME );
void ClientThink( void );
void StartTouch( C_BaseEntity *pOther );
virtual void HitSurface( C_BaseEntity *pOther );
protected:
float m_flTouchDelta; // Amount of time that must pass before another touch function can be called
};
#ifdef HL2_CLIENT_DLL
class CAntlionGibManager : public CAutoGameSystemPerFrame
{
public:
CAntlionGibManager( char const *name ) : CAutoGameSystemPerFrame( name )
{
}
// Methods of IGameSystem
virtual void Update( float frametime );
virtual void LevelInitPreEntity( void );
void AddGib( C_BaseEntity *pEntity );
void RemoveGib( C_BaseEntity *pEntity );
private:
typedef CHandle<C_BaseEntity> CGibHandle;
CUtlLinkedList< CGibHandle > m_LRU;
};
extern CAntlionGibManager s_AntlionGibManager;
#endif
#endif // C_GIB_H