hl2_src-leak-2017/src/game/client/c_gib.cpp

134 lines
3.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "vcollide_parse.h"
#include "c_gib.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//NOTENOTE: This is not yet coupled with the server-side implementation of CGib
// This is only a client-side version of gibs at the moment
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_Gib::~C_Gib( void )
{
VPhysicsDestroyObject();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszModelName -
// vecOrigin -
// vecForceDir -
// vecAngularImp -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
C_Gib *C_Gib::CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
{
C_Gib *pGib = new C_Gib;
if ( pGib == NULL )
return NULL;
if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, flLifetime ) == false )
return NULL;
return pGib;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pszModelName -
// vecOrigin -
// vecForceDir -
// vecAngularImp -
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool C_Gib::InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
{
if ( InitializeAsClientEntity( pszModelName, RENDER_GROUP_OPAQUE_ENTITY ) == false )
{
Release();
return false;
}
SetAbsOrigin( vecOrigin );
SetCollisionGroup( COLLISION_GROUP_DEBRIS );
solid_t tmpSolid;
PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid );
if ( m_pPhysicsObject )
{
float flForce = m_pPhysicsObject->GetMass();
vecForceDir *= flForce;
m_pPhysicsObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
m_pPhysicsObject->SetCallbackFlags( m_pPhysicsObject->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH | CALLBACK_GLOBAL_TOUCH_STATIC );
}
else
{
// failed to create a physics object
Release();
return false;
}
SetNextClientThink( gpGlobals->curtime + flLifetime );
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_Gib::ClientThink( void )
{
SetRenderMode( kRenderTransAlpha );
m_nRenderFX = kRenderFxFadeFast;
if ( m_clrRender->a == 0 )
{
#ifdef HL2_CLIENT_DLL
s_AntlionGibManager.RemoveGib( this );
#endif
Release();
return;
}
SetNextClientThink( gpGlobals->curtime + 1.0f );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_Gib::StartTouch( C_BaseEntity *pOther )
{
// Limit the amount of times we can bounce
if ( m_flTouchDelta < gpGlobals->curtime )
{
HitSurface( pOther );
m_flTouchDelta = gpGlobals->curtime + 0.1f;
}
BaseClass::StartTouch( pOther );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pOther -
//-----------------------------------------------------------------------------
void C_Gib::HitSurface( C_BaseEntity *pOther )
{
//TODO: Implement splatter or effects in child versions
}