//-----------------------------------------------------------------------------
// Purpose: 
// Input  : check - 
//-----------------------------------------------------------------------------
void C_BaseEntity::SetCheckUntouch( bool check )
{
	// Invalidate touchstamp
	if ( check )
	{
		touchStamp++;
		AddEFlags( EFL_CHECK_UNTOUCH );
	}
	else
	{
		RemoveEFlags( EFL_CHECK_UNTOUCH );
	}
}
//-----------------------------------------------------------------------------
// Purpose: the entity
//-----------------------------------------------------------------------------
void CNPC_RocketTurret::Spawn( void )
{ 
	Precache();

	BaseClass::Spawn();

	SetViewOffset( vec3_origin );

	AddEFlags( EFL_NO_DISSOLVE );

	SetModel( ROCKET_TURRET_MODEL_NAME );
	SetSolid( SOLID_VPHYSICS );

	m_iMuzzleAttachment = LookupAttachment ( "barrel" );
	m_iLightAttachment = LookupAttachment ( "eye" );

	m_iPosePitch = LookupPoseParameter( "aim_pitch" );
	m_iPoseYaw   = LookupPoseParameter( "aim_yaw" );

	m_vecCurrentAngles = m_vecGoalAngles = GetAbsAngles();

	CreateVPhysics();

	//Set our autostart state
	m_bEnabled	 = ( ( m_spawnflags & SF_ROCKET_TURRET_START_INACTIVE ) == false );

	// Set Locked sprite
	if ( m_bEnabled )
	{
		m_iLaserState = 1;
		SetSequence(LookupSequence("idle"));
	}
	else
	{
		m_iLaserState = 0;
		SetSequence(LookupSequence("inactive"));
	}
	SetCycle(1.0f);
	UpdateSkin( ROCKET_SKIN_IDLE );

	SetPoseParameter( "aim_pitch", 0 );
	SetPoseParameter( "aim_yaw", -180 );

	if ( m_bEnabled )
	{
		SetThink( &CNPC_RocketTurret::FollowThink );
	}
	
	SetNextThink( gpGlobals->curtime + ROCKET_TURRET_THINK_RATE );
}
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Hutman::Spawn()
{
    Precache();

    m_iHealth = 80;

    m_iszCombatExpression = m_iszIdleExpression = m_iszAlertExpression = MAKE_STRING( HUTMAN_IDLE_SCENE );

    BaseClass::Spawn();

    AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );

    NPCInit();
}
Beispiel #4
0
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
void CAmbientGeneric::Activate( void )
{
	BaseClass::Activate();

	// Initialize sound source.  If no source was given, or source can't be found
	// then this is the source
	if (m_hSoundSource == NULL)
	{
		if (m_sSourceEntName != NULL_STRING)
		{
			m_hSoundSource = gEntList.FindEntityByName( NULL, m_sSourceEntName );
			if ( m_hSoundSource != NULL )
			{
				m_nSoundSourceEntIndex = m_hSoundSource->entindex();
			}
		}

		if (m_hSoundSource == NULL)
		{
			m_hSoundSource = this;
			m_nSoundSourceEntIndex = entindex();
		}
		else
		{
			if ( !FBitSet( m_spawnflags, SF_AMBIENT_SOUND_EVERYWHERE ) )
			{
				AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
			}
		}
	}

	// If active start the sound
	if ( m_fActive )
	{
		SoundFlags_t flags = SND_SPAWNING;
		// If we are loading a saved game, we can't write into the init/signon buffer here, so just issue
		//  as a regular sound message...
		if ( gpGlobals->eLoadType == MapLoad_Transition ||
			 gpGlobals->eLoadType == MapLoad_LoadGame || 
			 g_pGameRules->InRoundRestart() )
		{
			flags = SND_NOFLAGS;
		}
	
		SendSound( flags );

		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
Beispiel #5
0
CWorld::CWorld( )
{
	AddEFlags( EFL_NO_AUTO_EDICT_ATTACH | EFL_KEEP_ON_RECREATE_ENTITIES );
	NetworkProp()->AttachEdict( INDEXENT(RequiredEdictIndex()) );
	ActivityList_Init();
	EventList_Init();
	
	SetSolid( SOLID_BSP );
	SetMoveType( MOVETYPE_NONE );

	m_bColdWorld = false;

	// Set this in the constructor for legacy maps (sjb)
	m_iTimeOfDay = TIME_MIDNIGHT;
}
Beispiel #6
0
CFire::CFire( void )
{
	m_flFuel = 0.0f;
	m_flAttackTime = 0.0f;
	m_flDamageTime = 0.0f;
	m_lastDamage = 0;
	m_nFireType = FIRE_NATURAL;

	//Spreading
	m_flHeatAbsorb = 8.0f;
	m_flHeatLevel = 0;

	// Must be in the constructor!
	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
}
Beispiel #7
0
//-----------------------------------------------------------------------------
// Spawn...
//-----------------------------------------------------------------------------
void CVGuiScreen::Spawn()
{
	Precache();

	// This has no model, but we want it to transmit if it's in the PVS anyways
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
	m_nAttachmentIndex = 0;
	SetSolid( SOLID_OBB );
	AddSolidFlags( FSOLID_NOT_SOLID );
	SetActualSize( m_flWidth, m_flHeight );
	m_fScreenFlags.Set( VGUI_SCREEN_ACTIVE );

	m_takedamage = DAMAGE_NO;
	AddFlag( FL_NOTARGET );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBaseRocket::Spawn( void )
{
    // Precache.
    Precache();

    // Client specific.
#ifdef CLIENT_DLL

    m_flSpawnTime = gpGlobals->curtime;
    BaseClass::Spawn();

    // Server specific.
#else

    //Derived classes must have set model.
    Assert( GetModel() );

    string_t strModelOverride = NULL_STRING;
    CALL_ATTRIB_HOOK_STRING_ON_OTHER( m_hLauncher.Get(), strModelOverride, custom_projectile_model );
    if ( strModelOverride != NULL_STRING )
    {
        SetModel( STRING( strModelOverride ) );
    }

    SetSolid( SOLID_BBOX );
    SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
    AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );
    AddEffects( EF_NOSHADOW );

    SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );

    UTIL_SetSize( this, -Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );

    // Setup attributes.
    m_takedamage = DAMAGE_NO;
    SetGravity( 0.0f );

    // Setup the touch and think functions.
    SetTouch( &CTFBaseRocket::RocketTouch );
    SetThink( &CTFBaseRocket::FlyThink );
    SetNextThink( gpGlobals->curtime );

    // Don't collide with players on the owner's team for the first bit of our life
    m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25;
    m_bCollideWithTeammates = TFGameRules()->IsDeathmatch() ? true : false;

#endif
}
Beispiel #9
0
CSun::CSun()
{
	m_vDirection.Init( 0, 0, 1 );
	
	m_bUseAngles = false;
	m_flPitch = 0;
	m_flYaw = 0;
	m_nSize = 16;

	m_bOn = true;
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );

	m_strMaterial = NULL_STRING;
	m_strOverlayMaterial = NULL_STRING;
	m_nOverlaySize = -1;
}
Beispiel #10
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CCitadelEnergyCore::Spawn( void )
{
	Precache();

	UTIL_SetSize( this, Vector( -8, -8, -8 ), Vector( 8, 8, 8 ) );

	// See if we start active
	if ( HasSpawnFlags( SF_ENERGYCORE_START_ON ) )
	{
		m_nState = (int)ENERGYCORE_STATE_DISCHARGING;
		m_flStartTime = gpGlobals->curtime;
	}

	// No model but we still need to force this!
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
Beispiel #11
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Barney::Spawn( void )
{
	Precache();

	m_iHealth = 80;
	m_iszIdleExpression = MAKE_STRING("scenes/Expressions/BarneyIdle.vcd");
	m_iszAlertExpression = MAKE_STRING("scenes/Expressions/BarneyAlert.vcd");
	m_iszCombatExpression = MAKE_STRING("scenes/Expressions/BarneyCombat.vcd");

	BaseClass::Spawn();

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );

	NPCInit();

	SetUse( &CNPC_Barney::UseFunc );
}
//------------------------------------------------------------------------------
// Spawn
//------------------------------------------------------------------------------
void CQUAGrenadeHelicopter::Spawn( void )
{
	Precache();

	// point sized, solid, bouncing
	SetCollisionGroup( COLLISION_GROUP_PROJECTILE );
	SetModel( "models/combine_helicopter/helicopter_bomb01.mdl" );

	
		SetSolid( SOLID_BBOX );
		SetCollisionBounds( Vector( -12.5, -12.5, -12.5 ), Vector( 12.5, 12.5, 12.5 ) );
		VPhysicsInitShadow( false, false );
		SetMoveType( MOVETYPE_FLYGRAVITY, MOVECOLLIDE_FLY_CUSTOM );
		SetElasticity( 0.5f );
		AddEffects( EF_NOSHADOW );
	

	// We're always being dropped beneath the helicopter; need to not
	// be affected by the rotor wash
	AddEFlags( EFL_NO_ROTORWASH_PUSH );

	// contact grenades arc lower
	SetGravity( UTIL_ScaleForGravity( 400 ) );	// use a lower gravity for grenades to make them easier to see
	QAngle angles;
	VectorAngles(GetAbsVelocity(), angles );
	SetLocalAngles( angles );
	
	SetThink( NULL );
	
	// Tumble in air
	QAngle vecAngVel( random->RandomFloat ( -100, -500 ), 0, 0 );
	SetLocalAngularVelocity( vecAngVel );
	
	// Explode on contact
	SetTouch( &CQUAGrenadeHelicopter::ExplodeConcussion );

	m_bActivated = false;
	m_pWarnSound = NULL;

	m_flDamage = 75.0;

	// Allow player to blow this puppy up in the air
	m_takedamage = DAMAGE_YES;

	g_pNotify->AddEntity( this, this );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CNPC_Fisherman::Spawn( void )
{
	m_iHatLayer = -1;
	m_iHatState = -1;

	Precache();

	m_iHealth = 80;

//	m_iszIdleExpression = MAKE_STRING("scenes/Expressions/FishermanIdle.vcd");
//	m_iszAlertExpression = MAKE_STRING("scenes/Expressions/FishermanAlert.vcd");
//	m_iszCombatExpression = MAKE_STRING("scenes/Expressions/FishermanCombat.vcd");

	BaseClass::Spawn();

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );

	NPCInit();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeSpit::Spawn( void )
{
	Precache( );
	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLYGRAVITY );
	SetSolidFlags( FSOLID_NOT_STANDABLE );

	SetModel( "models/spitball_large.mdl" );
	UTIL_SetSize( this, vec3_origin, vec3_origin );

	SetUse( &CBaseGrenade::DetonateUse );
	SetTouch( &CGrenadeSpit::GrenadeSpitTouch );
	SetNextThink( gpGlobals->curtime + 0.1f );

	m_flDamage		= sk_antlion_worker_spit_grenade_dmg.GetFloat();
	m_DmgRadius		= sk_antlion_worker_spit_grenade_radius.GetFloat();
	m_takedamage	= DAMAGE_NO;
	m_iHealth		= 1;

	SetGravity( UTIL_ScaleForGravity( SPIT_GRAVITY ) );
	SetFriction( 0.8f );

	SetCollisionGroup( HL2COLLISION_GROUP_SPIT );

	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );

	// We're self-illuminating, so we don't take or give shadows
	AddEffects( EF_NOSHADOW|EF_NORECEIVESHADOW );

	// Create the dust effect in place
	m_hSpitEffect = (CParticleSystem *) CreateEntityByName( "info_particle_system" );
	if ( m_hSpitEffect != NULL )
	{
		// Setup our basic parameters
		m_hSpitEffect->KeyValue( "start_active", "1" );
		m_hSpitEffect->KeyValue( "effect_name", "antlion_spit_trail" );
		m_hSpitEffect->SetParent( this );
		m_hSpitEffect->SetLocalOrigin( vec3_origin );
		DispatchSpawn( m_hSpitEffect );
		if ( gpGlobals->curtime > 0.5f )
			m_hSpitEffect->Activate();
	}
}
Beispiel #15
0
//-----------------------------------------------------------------------------
// Spawn
//-----------------------------------------------------------------------------
void CNPC_Eli::Spawn()
{
	// Eli is allowed to use multiple models, because he appears in the pod.
	// He defaults to his normal model.
	char *szModel = (char *)STRING( GetModelName() );
	if (!szModel || !*szModel)
	{
		szModel = "models/eli.mdl";
		SetModelName( AllocPooledString(szModel) );
	}

	Precache();
	SetModel( szModel );

	BaseClass::Spawn();

	SetHullType(HULL_HUMAN);
	SetHullSizeNormal();

	// If Eli has a parent, he's currently inside a pod. Prevent him from moving.
	if ( GetMoveParent() )
	{
		SetSolid( SOLID_BBOX );
		AddSolidFlags( FSOLID_NOT_STANDABLE );
		SetMoveType( MOVETYPE_NONE );

		CapabilitiesAdd( bits_CAP_ANIMATEDFACE | bits_CAP_TURN_HEAD );
		CapabilitiesAdd( bits_CAP_FRIENDLY_DMG_IMMUNE );
	}
	else
	{
		SetupWithoutParent();
	}

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );
	SetBloodColor( BLOOD_COLOR_RED );
	m_iHealth			= 8;
	m_flFieldOfView		= 0.5;// indicates the width of this NPC's forward view cone ( as a dotproduct result )
	m_NPCState			= NPC_STATE_NONE;

	NPCInit();
}
Beispiel #16
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CGrenadeHopwire::CombatThink( void )
{
	// Stop the grenade from moving
	AddEFlags( EF_NODRAW );
	AddFlag( FSOLID_NOT_SOLID );
	VPhysicsDestroyObject();
	SetAbsVelocity( vec3_origin );
	SetMoveType( MOVETYPE_NONE );

	// Do special behaviors if there are any striders in the area
	KillStriders();

	// FIXME: Replace
	//EmitSound("NPC_Strider.Shoot");
	//EmitSound("d3_citadel.weapon_zapper_beam_loop2");

	// Quick screen flash
	CBasePlayer *pPlayer = ToBasePlayer( GetThrower() );
	color32 white = { 255,255,255,255 };
	UTIL_ScreenFade( pPlayer, white, 0.2f, 0.0f, FFADE_IN );

	// Create the vortex controller to pull entities towards us
	if ( hopwire_vortex.GetBool() )
	{
		m_hVortexController = CGravityVortexController::Create( GetAbsOrigin(), 512, 150, 3.0f );

		// Start our client-side effect
		EntityMessageBegin( this, true );
			WRITE_BYTE( 0 );
		MessageEnd();
		
		// Begin to stop in two seconds
		SetThink( &CGrenadeHopwire::EndThink );
		SetNextThink( gpGlobals->curtime + 2.0f );
	}
	else
	{
		// Remove us immediately
		SetThink( &CBaseEntity::SUB_Remove );
		SetNextThink( gpGlobals->curtime + 0.1f );
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CTFBaseRocket::Spawn( void )
{
	// Precache.
	Precache();

// Client specific.
#ifdef CLIENT_DLL

	m_flSpawnTime = gpGlobals->curtime;
	BaseClass::Spawn();

// Server specific.
#else

	//Derived classes must have set model.
	Assert( GetModel() );	

	SetSolid( SOLID_BBOX );
	SetMoveType( MOVETYPE_FLY, MOVECOLLIDE_FLY_CUSTOM );
	AddEFlags( EFL_NO_WATER_VELOCITY_CHANGE );
	AddEffects( EF_NOSHADOW );

	SetCollisionGroup( TFCOLLISION_GROUP_ROCKETS );

	UTIL_SetSize( this, -Vector( 0, 0, 0 ), Vector( 0, 0, 0 ) );

	// Setup attributes.
	m_takedamage = DAMAGE_NO;
	SetGravity( 0.0f );

	// Setup the touch and think functions.
	SetTouch( &CTFBaseRocket::RocketTouch );
	SetThink( &CTFBaseRocket::FlyThink );
	SetNextThink( gpGlobals->curtime );

	// Don't collide with players on the owner's team for the first bit of our life
	m_flCollideWithTeammatesTime = gpGlobals->curtime + 0.25;
	m_bCollideWithTeammates = false;

#endif
}
Beispiel #18
0
CRopeKeyframe::CRopeKeyframe()
{
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
	
	m_takedamage = DAMAGE_YES;

	m_iStartAttachment = m_iEndAttachment = 0;

	m_Slack = 0;
	m_Width = 2;
	m_TextureScale = 4;	// 4:1
	m_nSegments = 5;
	m_RopeLength = 20;
	m_fLockedPoints = (int) (ROPE_LOCK_START_POINT | ROPE_LOCK_END_POINT); // by default, both points are locked
	m_flScrollSpeed = 0;
	m_RopeFlags = ROPE_SIMULATE | ROPE_INITIAL_HANG;
	m_iRopeMaterialModelIndex = -1;
	m_Subdiv = 2;

	m_bCreatedFromMapFile = true;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Sentry_Top::Spawn( void )
{
	SetSolid( SOLID_NONE );
	SetSolidFlags( 0 );
	SetMoveCollide( MOVECOLLIDE_DEFAULT );
	SetMoveType( MOVETYPE_NONE );
	SetCollisionGroup( COLLISION_GROUP_DEBRIS );

	Precache();
	SetTopModel();

	BaseClass::Spawn();

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	

	m_fDeployYaw = GetAbsAngles().y;
	m_fCurrentYaw = GetAbsAngles().y;

	SetThink( &CASW_Sentry_Top::AnimThink );
	SetNextThink( gpGlobals->curtime + 0.01f );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CASW_Dummy_Vehicle::Spawn( void )
{
	//SetSolid( SOLID_BBOX );
	///AddSolidFlags( FSOLID_NOT_SOLID );
	SetMoveType( MOVETYPE_NONE );
	
	PrecacheModel(VEHICLE_MODEL);
	Precache();
	SetModel(VEHICLE_MODEL);

	BaseClass::Spawn();

	SetCollisionGroup( COLLISION_GROUP_VEHICLE );

	AddEFlags( EFL_NO_DISSOLVE | EFL_NO_MEGAPHYSCANNON_RAGDOLL | EFL_NO_PHYSCANNON_INTERACTION );	

	SetNextThink( TICK_NEVER_THINK );

	Msg("* Spawned CASW_Dummy_Vehicle\n");

	g_pDummyVehicle = this;
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CColorCorrectionVolume::Spawn( void )
{
	BaseClass::Spawn();

	AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM );
	Precache();

	SetSolid( SOLID_BSP );
	SetSolidFlags( FSOLID_TRIGGER | FSOLID_NOT_SOLID );
	SetModel( STRING( GetModelName() ) );

	SetThink( &CColorCorrectionVolume::ThinkFunc );
	SetNextThink( gpGlobals->curtime + 0.01f );

	if( m_bStartDisabled )
	{
		m_bEnabled = false;
	}
	else
	{
		m_bEnabled = true;
	}
}
//-----------------------------------------------------------------------------
// Create, destroy vgui panels...
//-----------------------------------------------------------------------------
void C_VGuiScreen::CreateVguiScreen( const char *pTypeName )
{
	// Clear out any old screens.
	DestroyVguiScreen();

	AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );

	// Create the new screen...
	VGuiScreenInitData_t initData( this );
	m_PanelWrapper.Activate( pTypeName, NULL, 0, &initData );

	// Retrieve the panel dimensions
	vgui::Panel *pPanel = m_PanelWrapper.GetPanel();
	if (pPanel)
	{
		int x, y;
		pPanel->GetBounds( x, y, m_nPixelWidth, m_nPixelHeight );
	}
	else
	{
		m_nPixelWidth = m_nPixelHeight = 0;
	}
}
//------------------------------------------------------------------------------
// Purpose :
//------------------------------------------------------------------------------
void CColorCorrection::Spawn( void )
{
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT | EFL_DIRTY_ABSTRANSFORM );
	Precache();
	SetSolid( SOLID_NONE );

	// To fade in/out the weight.
	SetContextThink( &CColorCorrection::FadeInThink, TICK_NEVER_THINK, s_pFadeInContextThink );
	SetContextThink( &CColorCorrection::FadeOutThink, TICK_NEVER_THINK, s_pFadeOutContextThink );
	
	if( m_bStartDisabled )
	{
		m_bEnabled = false;
		m_flCurWeight.Set ( 0.0f );
	}
	else
	{
		m_bEnabled = true;
		m_flCurWeight.Set ( 1.0f );
	}

	BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CItem_ItemCrate::Spawn( void )
{ 
	if ( g_pGameRules->IsAllowedToSpawn( this ) == false )
	{
		UTIL_Remove( this );
		return;
	}

	DisableAutoFade();
	SetModelName( AllocPooledString( pszItemCrateModelName[m_CrateAppearance] ) );

	if ( NULL_STRING == m_strItemClass )
	{
		Warning( "CItem_ItemCrate(%i):  CRATE_SPECIFIC_ITEM with NULL ItemClass string (deleted)!!!\n", entindex() );
		UTIL_Remove( this );
		return;
	}

	Precache( );
	SetModel( pszItemCrateModelName[m_CrateAppearance] );
	AddEFlags( EFL_NO_ROTORWASH_PUSH );
	BaseClass::Spawn( );
}
// Purpose: 
// Input  : isbeingremoved - 
//			*predicted - 
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CBeam::OnPredictedEntityRemove( bool isbeingremoved, C_BaseEntity *predicted )
{
	BaseClass::OnPredictedEntityRemove( isbeingremoved, predicted );

	CBeam *beam = dynamic_cast< CBeam * >( predicted );
	if ( !beam )
	{
		// Hrm, we didn't link up to correct type!!!
		Assert( 0 );
		// Delete right away since it's f****d up
		return true;
	}

	if ( beam->IsEFlagSet( EFL_KILLME ) )
	{
		// Don't delete right away
		AddEFlags( EFL_KILLME );
		return false;
	}

	// Go ahead and delete if it's not short-lived
	return true;
}
//=========================================================
// Spawn()
// Crear un nuevo 
//=========================================================
void CNPC_Base::Spawn()
{
	Precache();

	// Modelo y color de sangre.
	SetModel(MODEL_BASE);
	SetBloodColor(BLOOD);

	// Tamaño
	SetHullType(HULL_WIDE_SHORT);
	SetHullSizeNormal();

	// Navegación, estado físico y opciones extra.
	SetSolid(SOLID_BBOX);
	AddSolidFlags(FSOLID_NOT_STANDABLE);
	SetNavType(NAV_GROUND);	
	SetMoveType(MOVETYPE_STEP);
	
	SetRenderColor(255, 255, 255, 255);
	SetDistLook(SEE_DIST);

	// Reseteo de variables.
	// Salud, estado del NPC y vista.
	m_iHealth			= in_basenpc_health.GetFloat();
	m_NPCState			= NPC_STATE_NONE;
	m_flFieldOfView		= FOV;

	// Capacidades
	CapabilitiesClear();
	CapabilitiesAdd(CAPABILITIES);

	// Caracteristicas
	AddEFlags(EFLAGS);

	NPCInit();
	BaseClass::Spawn();
}
//-----------------------------------------------------------------------------
// Purpose: This used to have something to do with bees flying, but 
//			now it only initializes moving furniture in scripted sequences
//-----------------------------------------------------------------------------
void CNPC_Furniture::Spawn( )
{
	Precache();
	
	SetModel( STRING(GetModelName()) );

	SetMoveType( MOVETYPE_STEP );
	SetSolid( SOLID_BBOX );

	// Our collision, if needed, will be done through bone followers
	AddSolidFlags( FSOLID_NOT_SOLID );

	SetBloodColor( DONT_BLEED );
	m_iHealth = TOO_MUCH_HEALTH_TO_DIE; //wow
	m_takedamage = DAMAGE_AIM;
	SetSequence( 0 );
	SetCycle( 0 );
	SetNavType( NAV_FLY );
	AddFlag( FL_FLY );

	CapabilitiesAdd( bits_CAP_MOVE_FLY | bits_CAP_TURN_HEAD | bits_CAP_ANIMATEDFACE );

	AddEFlags( EFL_NO_MEGAPHYSCANNON_RAGDOLL );

//	pev->nextthink += 1.0;
//	SetThink (WalkMonsterDelay);

	ResetSequenceInfo( );
	SetCycle( 0 );
	NPCInit();

	// Furniture needs to block LOS
	SetBlocksLOS( true );

	// Furniture just wastes CPU doing sensing code, since all they do is idle and play scripts
	GetSenses()->AddSensingFlags( SENSING_FLAGS_DONT_LOOK | SENSING_FLAGS_DONT_LISTEN );
}
		void Spawn( void )
		{
			Precache();
			BaseClass::Spawn();

			SetModel(ENTITY_MODEL);

			SetMoveType(MOVETYPE_FLYGRAVITY);
			SetSolid(SOLID_BBOX);
			SetBlocksLOS(false);
			AddEFlags(EFL_NO_ROTORWASH_PUSH);

			SetCollisionGroup(COLLISION_GROUP_WEAPON);

			int nSolidFlags = GetSolidFlags() | FSOLID_NOT_STANDABLE | FSOLID_NOT_STANDABLE | FSOLID_TRIGGER | FSOLID_USE_TRIGGER_BOUNDS;

			VPhysicsInitNormal(SOLID_VPHYSICS, nSolidFlags, false);

			CollisionProp()->UseTriggerBounds(true, 64);

			SetUse(&CItemFlashlightBattery::Pickup);

			SetGlow(true);
		};
Beispiel #29
0
//-----------------------------------------------------------------------------
// Purpose: Called when spawning, after keyvalues have been handled.
//-----------------------------------------------------------------------------
void CASW_Use_Area::Spawn( void )
{
	m_bUseAreaEnabled = !m_bDisabled;
	m_bDisabled = false;	// don't allow normal triggerish disabling
	BaseClass::Spawn();

	InitTrigger();

	if (m_flWait <= 0)
	{		
		m_flWait = 0.2;
	}	

	ASSERTSZ(m_iHealth == 0, "trigger_multiple with health");
		
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
	
	// find the target this use area is attached to
	m_hUseTarget = gEntList.FindEntityByName(NULL, m_iUseTargetName, NULL);
	//Assert(!m_hUseTarget);

	m_hPanelProp = gEntList.FindEntityByName( NULL, m_szPanelPropName );	
	m_bMultiplePanelProps = gEntList.FindEntityByName( m_hPanelProp.Get(), m_szPanelPropName ) != NULL;
}
Beispiel #30
0
void CRagdollProp::Spawn( void )
{
	// Starts out as the default fade scale value
	m_flDefaultFadeScale = m_flFadeScale;

	// NOTE: If this fires, then the assert or the datadesc is wrong!  (see DEFINE_RAGDOLL_ELEMENT above)
	Assert( RAGDOLL_MAX_ELEMENTS == 24 );
	Precache();
	SetModel( STRING( GetModelName() ) );

	CStudioHdr *pStudioHdr = GetModelPtr( );
	if ( pStudioHdr->flags() & STUDIOHDR_FLAGS_NO_FORCED_FADE )
	{
		DisableAutoFade();
	}
	else
	{
		m_flFadeScale = m_flDefaultFadeScale;
	}

	matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
	BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones
	// this is useless info after the initial conditions are set
	SetAbsAngles( vec3_angle );
	int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE;
	InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true );
	m_lastUpdateTickCount = 0;
	m_flBlendWeight = 0.0f;
	m_nOverlaySequence = -1;

	// Unless specified, do not allow this to be dissolved
	if ( HasSpawnFlags( SF_RAGDOLLPROP_ALLOW_DISSOLVE ) == false )
	{
		AddEFlags( EFL_NO_DISSOLVE );
	}
}