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679 lines
18 KiB
679 lines
18 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: A gib is a chunk of a body, or a piece of wood/metal/rocks/etc. |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// $NoKeywords: $ |
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//===========================================================================// |
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#include "cbase.h" |
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#include "gib.h" |
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#include "soundent.h" |
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#include "func_break.h" // For materials |
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#include "player.h" |
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#include "vstdlib/random.h" |
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#include "ai_utils.h" |
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#include "EntityFlame.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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extern Vector g_vecAttackDir; // In globals.cpp |
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BEGIN_DATADESC( CGib ) |
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// gibs are not saved/restored |
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// DEFINE_FIELD( m_bloodColor, FIELD_INTEGER ), |
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// DEFINE_FIELD( m_hSprite, FIELD_EHANDLE ), |
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// DEFINE_FIELD( m_cBloodDecals, FIELD_INTEGER ), |
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// DEFINE_FIELD( m_material, FIELD_INTEGER ), |
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// DEFINE_FIELD( m_lifeTime, FIELD_TIME ), |
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// DEFINE_FIELD( m_pSprite, CSprite ), |
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// DEFINE_FIELD( m_hFlame, FIELD_EHANDLE ), |
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// DEFINE_FIELD( m_hPhysicsAttacker, FIELD_EHANDLE ), |
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// DEFINE_FIELD( m_flLastPhysicsInfluenceTime, FIELD_TIME ), |
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// DEFINE_FIELD( m_bForceRemove, FIELD_BOOLEAN ), |
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// Function pointers |
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DEFINE_ENTITYFUNC( BounceGibTouch ), |
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DEFINE_ENTITYFUNC( StickyGibTouch ), |
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DEFINE_THINKFUNC( WaitTillLand ), |
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DEFINE_THINKFUNC( DieThink ), |
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END_DATADESC() |
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// HACKHACK -- The gib velocity equations don't work |
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void CGib::LimitVelocity( void ) |
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{ |
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Vector vecNewVelocity = GetAbsVelocity(); |
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float length = VectorNormalize( vecNewVelocity ); |
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// ceiling at 1500. The gib velocity equation is not bounded properly. Rather than tune it |
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// in 3 separate places again, I'll just limit it here. |
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if ( length > 1500.0 ) |
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{ |
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vecNewVelocity *= 1500; // This should really be sv_maxvelocity * 0.75 or something |
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SetAbsVelocity( vecNewVelocity ); |
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} |
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} |
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void CGib::SpawnStickyGibs( CBaseEntity *pVictim, Vector vecOrigin, int cGibs ) |
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{ |
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int i; |
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if ( g_Language.GetInt() == LANGUAGE_GERMAN ) |
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{ |
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// no sticky gibs in germany right now! |
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return; |
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} |
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for ( i = 0 ; i < cGibs ; i++ ) |
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{ |
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CGib *pGib = (CGib *)CreateEntityByName( "gib" ); |
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pGib->Spawn( "models/stickygib.mdl" ); |
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pGib->m_nBody = random->RandomInt(0,2); |
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if ( pVictim ) |
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{ |
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pGib->SetLocalOrigin( |
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Vector( vecOrigin.x + random->RandomFloat( -3, 3 ), |
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vecOrigin.y + random->RandomFloat( -3, 3 ), |
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vecOrigin.z + random->RandomFloat( -3, 3 ) ) ); |
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// make the gib fly away from the attack vector |
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Vector vecNewVelocity = g_vecAttackDir * -1; |
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// mix in some noise |
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vecNewVelocity.x += random->RandomFloat ( -0.15, 0.15 ); |
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vecNewVelocity.y += random->RandomFloat ( -0.15, 0.15 ); |
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vecNewVelocity.z += random->RandomFloat ( -0.15, 0.15 ); |
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vecNewVelocity *= 900; |
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QAngle vecAngVelocity( random->RandomFloat ( 250, 400 ), random->RandomFloat ( 250, 400 ), 0 ); |
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pGib->SetLocalAngularVelocity( vecAngVelocity ); |
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// copy owner's blood color |
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pGib->SetBloodColor( pVictim->BloodColor() ); |
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pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); |
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pGib->SetAbsVelocity( vecNewVelocity ); |
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pGib->SetMoveType( MOVETYPE_FLYGRAVITY ); |
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pGib->RemoveSolidFlags( FSOLID_NOT_SOLID ); |
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pGib->SetCollisionBounds( vec3_origin, vec3_origin ); |
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pGib->SetTouch ( &CGib::StickyGibTouch ); |
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pGib->SetThink (NULL); |
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} |
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pGib->LimitVelocity(); |
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} |
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} |
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void CGib::SpawnHeadGib( CBaseEntity *pVictim ) |
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{ |
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CGib *pGib = CREATE_ENTITY( CGib, "gib" ); |
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if ( g_Language.GetInt() == LANGUAGE_GERMAN ) |
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{ |
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pGib->Spawn( "models/germangibs.mdl" );// throw one head |
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pGib->m_nBody = 0; |
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} |
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else |
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{ |
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pGib->Spawn( "models/gibs/hgibs.mdl" );// throw one head |
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pGib->m_nBody = 0; |
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} |
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if ( pVictim ) |
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{ |
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Vector vecNewVelocity = pGib->GetAbsVelocity(); |
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pGib->SetLocalOrigin( pVictim->EyePosition() ); |
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edict_t *pentPlayer = UTIL_FindClientInPVS( pGib->edict() ); |
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if ( random->RandomInt ( 0, 100 ) <= 5 && pentPlayer ) |
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{ |
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// 5% chance head will be thrown at player's face. |
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CBasePlayer *player = (CBasePlayer *)CBaseEntity::Instance( pentPlayer ); |
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if ( player ) |
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{ |
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vecNewVelocity = ( player->EyePosition() ) - pGib->GetAbsOrigin(); |
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VectorNormalize(vecNewVelocity); |
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vecNewVelocity *= 300; |
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vecNewVelocity.z += 100; |
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} |
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} |
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else |
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{ |
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vecNewVelocity = Vector (random->RandomFloat(-100,100), random->RandomFloat(-100,100), random->RandomFloat(200,300)); |
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} |
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QAngle vecNewAngularVelocity = pGib->GetLocalAngularVelocity(); |
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vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 ); |
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vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 ); |
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pGib->SetLocalAngularVelocity( vecNewAngularVelocity ); |
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// copy owner's blood color |
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pGib->SetBloodColor( pVictim->BloodColor() ); |
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pGib->AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); |
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pGib->SetAbsVelocity( vecNewVelocity ); |
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} |
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pGib->LimitVelocity(); |
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} |
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//----------------------------------------------------------------------------- |
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// Blood color (see BLOOD_COLOR_* macros in baseentity.h) |
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//----------------------------------------------------------------------------- |
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void CGib::SetBloodColor( int nBloodColor ) |
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{ |
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m_bloodColor = nBloodColor; |
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} |
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//------------------------------------------------------------------------------ |
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// A little piece of duplicated code |
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//------------------------------------------------------------------------------ |
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void CGib::AdjustVelocityBasedOnHealth( int nHealth, Vector &vecVelocity ) |
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{ |
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if ( nHealth > -50) |
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{ |
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vecVelocity *= 0.7; |
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} |
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else if ( nHealth > -200) |
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{ |
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vecVelocity *= 2; |
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} |
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else |
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{ |
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vecVelocity *= 4; |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Initialize a gibs position and velocity |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CGib::InitGib( CBaseEntity *pVictim, float fMinVelocity, float fMaxVelocity ) |
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{ |
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// ------------------------------------------------------------------------ |
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// If have a pVictim spawn the gib somewhere in the pVictim's bounding volume |
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// ------------------------------------------------------------------------ |
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if ( pVictim ) |
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{ |
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// Find a random position within the bounding box (add 1 to Z to get it out of the ground) |
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Vector vecOrigin; |
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pVictim->CollisionProp()->RandomPointInBounds( vec3_origin, Vector( 1, 1, 1 ), &vecOrigin ); |
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vecOrigin.z += 1.0f; |
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SetAbsOrigin( vecOrigin ); |
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// make the gib fly away from the attack vector |
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Vector vecNewVelocity = g_vecAttackDir * -1; |
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// mix in some noise |
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vecNewVelocity.x += random->RandomFloat ( -0.25, 0.25 ); |
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vecNewVelocity.y += random->RandomFloat ( -0.25, 0.25 ); |
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vecNewVelocity.z += random->RandomFloat ( -0.25, 0.25 ); |
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vecNewVelocity *= random->RandomFloat ( fMaxVelocity, fMinVelocity ); |
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QAngle vecNewAngularVelocity = GetLocalAngularVelocity(); |
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vecNewAngularVelocity.x = random->RandomFloat ( 100, 200 ); |
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vecNewAngularVelocity.y = random->RandomFloat ( 100, 300 ); |
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SetLocalAngularVelocity( vecNewAngularVelocity ); |
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// copy owner's blood color |
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SetBloodColor( pVictim->BloodColor() ); |
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AdjustVelocityBasedOnHealth( pVictim->m_iHealth, vecNewVelocity ); |
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// Attempt to be physical if we can |
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if ( VPhysicsInitNormal( SOLID_BBOX, 0, false ) ) |
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{ |
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IPhysicsObject *pObj = VPhysicsGetObject(); |
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if ( pObj != NULL ) |
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{ |
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AngularImpulse angImpulse = RandomAngularImpulse( -500, 500 ); |
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pObj->AddVelocity( &vecNewVelocity, &angImpulse ); |
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} |
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} |
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else |
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{ |
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SetSolid( SOLID_BBOX ); |
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SetCollisionBounds( vec3_origin, vec3_origin ); |
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SetAbsVelocity( vecNewVelocity ); |
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} |
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SetCollisionGroup( COLLISION_GROUP_DEBRIS ); |
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} |
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LimitVelocity(); |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Given an .mdl file with gibs and the number of gibs in the file |
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// spawns them in pVictim's bounding box |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CGib::SpawnSpecificGibs( CBaseEntity* pVictim, |
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int nNumGibs, |
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float vMinVelocity, |
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float vMaxVelocity, |
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const char* cModelName, |
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float flLifetime) |
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{ |
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for (int i=0;i<nNumGibs;i++) |
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{ |
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CGib *pGib = CREATE_ENTITY( CGib, "gib" ); |
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pGib->Spawn( cModelName ); |
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pGib->m_nBody = i; |
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pGib->InitGib( pVictim, vMinVelocity, vMaxVelocity ); |
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pGib->m_lifeTime = flLifetime; |
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if ( pVictim != NULL ) |
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{ |
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pGib->SetOwnerEntity( pVictim ); |
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} |
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} |
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} |
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//------------------------------------------------------------------------------ |
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// Purpose : Spawn random gibs of the given gib type |
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// Input : |
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// Output : |
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//------------------------------------------------------------------------------ |
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void CGib::SpawnRandomGibs( CBaseEntity *pVictim, int cGibs, GibType_e eGibType ) |
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{ |
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int cSplat; |
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for ( cSplat = 0 ; cSplat < cGibs ; cSplat++ ) |
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{ |
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CGib *pGib = CREATE_ENTITY( CGib, "gib" ); |
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if ( g_Language.GetInt() == LANGUAGE_GERMAN ) |
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{ |
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pGib->Spawn( "models/germangibs.mdl" ); |
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pGib->m_nBody = random->RandomInt(0,GERMAN_GIB_COUNT-1); |
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} |
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else |
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{ |
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switch (eGibType) |
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{ |
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case GIB_HUMAN: |
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// human pieces |
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pGib->Spawn( "models/gibs/hgibs.mdl" ); |
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pGib->m_nBody = random->RandomInt(1,HUMAN_GIB_COUNT-1);// start at one to avoid throwing random amounts of skulls (0th gib) |
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break; |
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case GIB_ALIEN: |
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// alien pieces |
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pGib->Spawn( "models/gibs/agibs.mdl" ); |
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pGib->m_nBody = random->RandomInt(0,ALIEN_GIB_COUNT-1); |
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break; |
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} |
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} |
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pGib->InitGib( pVictim, 300, 400); |
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} |
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} |
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//========================================================= |
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// WaitTillLand - in order to emit their meaty scent from |
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// the proper location, gibs should wait until they stop |
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// bouncing to emit their scent. That's what this function |
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// does. |
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//========================================================= |
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void CGib::WaitTillLand ( void ) |
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{ |
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if (!IsInWorld()) |
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{ |
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UTIL_Remove( this ); |
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return; |
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} |
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if ( GetAbsVelocity() == vec3_origin ) |
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{ |
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SetRenderColorA( 255 ); |
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m_nRenderMode = kRenderTransTexture; |
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if ( GetMoveType() != MOVETYPE_VPHYSICS ) |
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{ |
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AddSolidFlags( FSOLID_NOT_SOLID ); |
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} |
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SetLocalAngularVelocity( vec3_angle ); |
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SetNextThink( gpGlobals->curtime + m_lifeTime ); |
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SetThink ( &CGib::SUB_FadeOut ); |
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if ( GetSprite() ) |
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{ |
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CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() ); |
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if ( pSprite ) |
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{ |
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//Adrian - Why am I doing this? Check InitPointGib for the answer! |
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if ( m_lifeTime == 0 ) |
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m_lifeTime = random->RandomFloat( 1, 3 ); |
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pSprite->FadeAndDie( m_lifeTime ); |
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} |
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} |
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if ( GetFlame() ) |
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{ |
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CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() ); |
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if ( pFlame ) |
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{ |
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pFlame->SetLifetime( 1.0f ); |
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} |
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} |
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// If you bleed, you stink! |
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if ( m_bloodColor != DONT_BLEED ) |
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{ |
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// ok, start stinkin! |
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// FIXME: It's too easy to fill up the sound queue with all these meat sounds |
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// CSoundEnt::InsertSound ( SOUND_MEAT, GetAbsOrigin(), 384, 25 ); |
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} |
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} |
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else |
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{ |
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// wait and check again in another half second. |
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SetNextThink( gpGlobals->curtime + 0.5f ); |
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} |
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} |
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bool CGib::SUB_AllowedToFade( void ) |
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{ |
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if( VPhysicsGetObject() ) |
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{ |
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if( VPhysicsGetObject()->GetGameFlags() & FVPHYSICS_PLAYER_HELD || GetEFlags() & EFL_IS_BEING_LIFTED_BY_BARNACLE ) |
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return false; |
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} |
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CBasePlayer *pPlayer = ( AI_IsSinglePlayer() ) ? UTIL_GetLocalPlayer() : NULL; |
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if ( pPlayer && pPlayer->FInViewCone( this ) && m_bForceRemove == false ) |
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{ |
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return false; |
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} |
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return true; |
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} |
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void CGib::DieThink ( void ) |
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{ |
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if ( GetSprite() ) |
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{ |
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CSprite *pSprite = dynamic_cast<CSprite*>( GetSprite() ); |
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if ( pSprite ) |
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{ |
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pSprite->FadeAndDie( 0.0 ); |
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} |
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} |
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if ( GetFlame() ) |
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{ |
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CEntityFlame *pFlame = dynamic_cast< CEntityFlame*>( GetFlame() ); |
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if ( pFlame ) |
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{ |
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pFlame->SetLifetime( 1.0f ); |
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} |
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} |
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if ( g_pGameRules->IsMultiplayer() ) |
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{ |
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UTIL_Remove( this ); |
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} |
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else |
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{ |
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SetThink ( &CGib::SUB_FadeOut ); |
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SetNextThink( gpGlobals->curtime ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CGib::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value ) |
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{ |
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CBasePlayer *pPlayer = ToBasePlayer( pActivator ); |
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if ( pPlayer ) |
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{ |
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pPlayer->PickupObject( this ); |
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} |
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} |
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//----------------------------------------------------------------------------- |
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// Physics Attacker |
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//----------------------------------------------------------------------------- |
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void CGib::SetPhysicsAttacker( CBasePlayer *pEntity, float flTime ) |
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{ |
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m_hPhysicsAttacker = pEntity; |
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m_flLastPhysicsInfluenceTime = flTime; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: Keep track of physgun influence |
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//----------------------------------------------------------------------------- |
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void CGib::OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason ) |
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{ |
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SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void CGib::OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason ) |
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{ |
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SetPhysicsAttacker( pPhysGunUser, gpGlobals->curtime ); |
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} |
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//----------------------------------------------------------------------------- |
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//----------------------------------------------------------------------------- |
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CBasePlayer *CGib::HasPhysicsAttacker( float dt ) |
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{ |
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if (gpGlobals->curtime - dt <= m_flLastPhysicsInfluenceTime) |
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{ |
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return m_hPhysicsAttacker; |
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} |
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return NULL; |
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} |
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// |
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// Gib bounces on the ground or wall, sponges some blood down, too! |
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// |
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void CGib::BounceGibTouch ( CBaseEntity *pOther ) |
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{ |
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Vector vecSpot; |
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trace_t tr; |
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IPhysicsObject *pPhysics = VPhysicsGetObject(); |
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if ( pPhysics ) |
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return; |
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//if ( random->RandomInt(0,1) ) |
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// return;// don't bleed everytime |
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if (GetFlags() & FL_ONGROUND) |
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{ |
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SetAbsVelocity( GetAbsVelocity() * 0.9 ); |
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QAngle angles = GetLocalAngles(); |
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angles.x = 0; |
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angles.z = 0; |
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SetLocalAngles( angles ); |
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QAngle angVel = GetLocalAngularVelocity(); |
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angVel.x = 0; |
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angVel.z = 0; |
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SetLocalAngularVelocity( vec3_angle ); |
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} |
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else |
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{ |
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if ( g_Language.GetInt() != LANGUAGE_GERMAN && m_cBloodDecals > 0 && m_bloodColor != DONT_BLEED ) |
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{ |
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vecSpot = GetAbsOrigin() + Vector ( 0 , 0 , 8 );//move up a bit, and trace down. |
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UTIL_TraceLine ( vecSpot, vecSpot + Vector ( 0, 0, -24 ), MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
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UTIL_BloodDecalTrace( &tr, m_bloodColor ); |
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m_cBloodDecals--; |
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} |
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if ( m_material != matNone && random->RandomInt(0,2) == 0 ) |
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{ |
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float volume; |
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float zvel = fabs(GetAbsVelocity().z); |
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volume = 0.8f * MIN(1.0, ((float)zvel) / 450.0f); |
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CBreakable::MaterialSoundRandom( entindex(), (Materials)m_material, volume ); |
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} |
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} |
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} |
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// |
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// Sticky gib puts blood on the wall and stays put. |
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// |
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void CGib::StickyGibTouch ( CBaseEntity *pOther ) |
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{ |
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Vector vecSpot; |
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trace_t tr; |
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SetThink ( &CGib::SUB_Remove ); |
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SetNextThink( gpGlobals->curtime + 10 ); |
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if ( !FClassnameIs( pOther, "worldspawn" ) ) |
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{ |
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SetNextThink( gpGlobals->curtime ); |
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return; |
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} |
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UTIL_TraceLine ( GetAbsOrigin(), GetAbsOrigin() + GetAbsVelocity() * 32, MASK_SOLID_BRUSHONLY, this, COLLISION_GROUP_NONE, &tr); |
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UTIL_BloodDecalTrace( &tr, m_bloodColor ); |
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Vector vecForward = tr.plane.normal * -1; |
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QAngle angles; |
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VectorAngles( vecForward, angles ); |
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SetLocalAngles( angles ); |
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SetAbsVelocity( vec3_origin ); |
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SetLocalAngularVelocity( vec3_angle ); |
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SetMoveType( MOVETYPE_NONE ); |
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} |
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// |
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// Throw a chunk |
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// |
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void CGib::Spawn( const char *szGibModel ) |
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{ |
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SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_BOUNCE ); |
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SetFriction(0.55); // deading the bounce a bit |
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// sometimes an entity inherits the edict from a former piece of glass, |
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// and will spawn using the same render FX or m_nRenderMode! bad! |
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SetRenderColorA( 255 ); |
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m_nRenderMode = kRenderNormal; |
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m_nRenderFX = kRenderFxNone; |
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// hopefully this will fix the VELOCITY TOO LOW crap |
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m_takedamage = DAMAGE_EVENTS_ONLY; |
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SetSolid( SOLID_BBOX ); |
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AddSolidFlags( FSOLID_NOT_STANDABLE ); |
|
SetCollisionGroup( COLLISION_GROUP_DEBRIS ); |
|
|
|
SetModel( szGibModel ); |
|
|
|
#ifdef HL1_DLL |
|
SetElasticity( 1.0 ); |
|
UTIL_SetSize( this, vec3_origin, vec3_origin ); |
|
#endif//HL1_DLL |
|
|
|
SetNextThink( gpGlobals->curtime + 4 ); |
|
m_lifeTime = 25; |
|
SetTouch ( &CGib::BounceGibTouch ); |
|
|
|
m_bForceRemove = false; |
|
|
|
m_material = matNone; |
|
m_cBloodDecals = 5;// how many blood decals this gib can place (1 per bounce until none remain). |
|
|
|
} |
|
|
|
|
|
//----------------------------------------------------------------------------- |
|
// Spawn a gib with a finite lifetime, after which it will fade out. |
|
//----------------------------------------------------------------------------- |
|
void CGib::Spawn( const char *szGibModel, float flLifetime ) |
|
{ |
|
Spawn( szGibModel ); |
|
m_lifeTime = flLifetime; |
|
SetThink ( &CGib::SUB_FadeOut ); |
|
SetNextThink( gpGlobals->curtime + m_lifeTime ); |
|
} |
|
|
|
|
|
LINK_ENTITY_TO_CLASS( gib, CGib ); |
|
|
|
CBaseEntity *CreateRagGib( const char *szModel, const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecForce, float flFadeTime, bool bShouldIgnite ) |
|
{ |
|
CRagGib *pGib; |
|
|
|
pGib = (CRagGib*)CreateEntityByName( "raggib" ); |
|
|
|
pGib->SetLocalAngles( vecAngles ); |
|
|
|
if ( !pGib ) |
|
{ |
|
Msg( "**Can't create ragdoll gib!\n" ); |
|
return NULL; |
|
} |
|
|
|
if ( bShouldIgnite ) |
|
{ |
|
CBaseAnimating *pAnimating = pGib->GetBaseAnimating(); |
|
if (pAnimating != NULL ) |
|
{ |
|
pAnimating->Ignite( random->RandomFloat( 8.0, 12.0 ), false ); |
|
} |
|
} |
|
|
|
pGib->Spawn( szModel, vecOrigin, vecForce, flFadeTime ); |
|
|
|
return pGib; |
|
} |
|
|
|
void CRagGib::Spawn( const char *szModel, const Vector &vecOrigin, const Vector &vecForce, float flFadeTime = 0.0 ) |
|
{ |
|
SetSolid( SOLID_BBOX ); |
|
AddSolidFlags( FSOLID_NOT_SOLID ); |
|
SetModel( szModel ); |
|
UTIL_SetSize(this, vec3_origin, vec3_origin); |
|
UTIL_SetOrigin( this, vecOrigin ); |
|
if ( !BecomeRagdollOnClient( vecForce ) ) |
|
{ |
|
AddSolidFlags( FSOLID_NOT_STANDABLE ); |
|
RemoveSolidFlags( FSOLID_NOT_SOLID ); |
|
if( flFadeTime > 0.0 ) |
|
{ |
|
SUB_StartFadeOut( flFadeTime ); |
|
} |
|
} |
|
} |
|
|
|
LINK_ENTITY_TO_CLASS( raggib, CRagGib );
|
|
|