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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 12:36:05 +08:00
Added original SDK code for Alien Swarm.
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133
game/client/c_gib.cpp
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133
game/client/c_gib.cpp
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "vcollide_parse.h"
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#include "c_gib.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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//NOTENOTE: This is not yet coupled with the server-side implementation of CGib
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// This is only a client-side version of gibs at the moment
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_Gib::~C_Gib( void )
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{
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VPhysicsDestroyObject();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pszModelName -
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// vecOrigin -
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// vecForceDir -
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// vecAngularImp -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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C_Gib *C_Gib::CreateClientsideGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
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{
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C_Gib *pGib = new C_Gib;
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if ( pGib == NULL )
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return NULL;
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if ( pGib->InitializeGib( pszModelName, vecOrigin, vecForceDir, vecAngularImp, flLifetime ) == false )
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return NULL;
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return pGib;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pszModelName -
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// vecOrigin -
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// vecForceDir -
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// vecAngularImp -
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool C_Gib::InitializeGib( const char *pszModelName, Vector vecOrigin, Vector vecForceDir, AngularImpulse vecAngularImp, float flLifetime )
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{
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if ( InitializeAsClientEntity( pszModelName, false ) == false )
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{
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Release();
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return false;
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}
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SetAbsOrigin( vecOrigin );
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SetCollisionGroup( COLLISION_GROUP_DEBRIS );
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solid_t tmpSolid;
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PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
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m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid );
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if ( m_pPhysicsObject )
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{
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float flForce = m_pPhysicsObject->GetMass();
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vecForceDir *= flForce;
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m_pPhysicsObject->ApplyForceOffset( vecForceDir, GetAbsOrigin() );
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m_pPhysicsObject->SetCallbackFlags( m_pPhysicsObject->GetCallbackFlags() | CALLBACK_GLOBAL_TOUCH | CALLBACK_GLOBAL_TOUCH_STATIC );
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}
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else
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{
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// failed to create a physics object
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Release();
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return false;
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}
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SetNextClientThink( gpGlobals->curtime + flLifetime );
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_Gib::ClientThink( void )
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{
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SetRenderMode( kRenderTransAlpha );
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SetRenderFX( kRenderFxFadeFast );
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if ( GetRenderAlpha() == 0 )
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{
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#ifdef HL2_CLIENT_DLL
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s_AntlionGibManager.RemoveGib( this );
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#endif
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Release();
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return;
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}
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SetNextClientThink( gpGlobals->curtime + 1.0f );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_Gib::StartTouch( C_BaseEntity *pOther )
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{
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// Limit the amount of times we can bounce
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if ( m_flTouchDelta < gpGlobals->curtime )
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{
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HitSurface( pOther );
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m_flTouchDelta = gpGlobals->curtime + 0.1f;
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}
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BaseClass::StartTouch( pOther );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pOther -
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//-----------------------------------------------------------------------------
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void C_Gib::HitSurface( C_BaseEntity *pOther )
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{
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//TODO: Implement splatter or effects in child versions
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}
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