Ejemplo n.º 1
0
bool CPhysBox::CreateVPhysics()
{
	solid_t tmpSolid;
	PhysModelParseSolid( tmpSolid, this, GetModelIndex() );
	if ( m_massScale > 0 )
	{
		float mass = tmpSolid.params.mass * m_massScale;
		mass = clamp( mass, 0.5, 1e6 );
		tmpSolid.params.mass = mass;
	}

	PhysSolidOverride( tmpSolid, m_iszOverrideScript );
	IPhysicsObject *pPhysics = VPhysicsInitNormal( GetSolid(), GetSolidFlags(), true, &tmpSolid );

	if ( m_damageType == 1 )
	{
		PhysSetGameFlags( pPhysics, FVPHYSICS_DMG_SLICE );
	}

	// Wake it up if not asleep
	if ( !HasSpawnFlags(SF_PHYSBOX_ASLEEP) )
	{
		VPhysicsGetObject()->Wake();
	}

	if ( HasSpawnFlags(SF_PHYSBOX_MOTIONDISABLED) || m_damageToEnableMotion > 0  )
	{
		VPhysicsGetObject()->EnableMotion( false );
	}

	// only send data when physics moves this object
	NetworkStateManualMode( true );

	return true;
}
Ejemplo n.º 2
0
CSun::CSun()
{
	m_vDirection.Init( 0, 0, 1 );
	NetworkStateManualMode( true );
	m_bOn = true;
	AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
Ejemplo n.º 3
0
	void Spawn()
	{
		BaseClass::Spawn();
		SetMoveType( MOVETYPE_VPHYSICS );
		SetSolid( SOLID_VPHYSICS );
		m_takedamage = DAMAGE_EVENTS_ONLY;
		NetworkStateManualMode( true );
	}
Ejemplo n.º 4
0
	void Spawn()
	{
		SetModel( STRING( GetModelName() ) );
		SetMoveType( MOVETYPE_VPHYSICS );
		SetSolid( SOLID_VPHYSICS );
		m_takedamage = DAMAGE_EVENTS_ONLY;
		NetworkStateManualMode( true );
	}
Ejemplo n.º 5
0
CWorld::CWorld( )
{
	CBaseEntity::AttachEdict( INDEXENT(RequiredEdictIndex()) );
	SetNextThink( gpGlobals->curtime + 0.05 );
	ActivityList_Init();
	NetworkStateManualMode( true );
	
	SetSolid( SOLID_BSP );
	SetMoveType( MOVETYPE_NONE );
}
Ejemplo n.º 6
0
void CFunc_Dust::Spawn()
{
    // Bind to our bmodel.
    SetModel( STRING( GetModelName() ) );

    // Use manual mode.
    NetworkStateManualMode( true );
    NetworkStateChanged();

    BaseClass::Spawn();
}
void CRagdollProp::Spawn( void )
{
	Precache();
	SetModel( STRING( GetModelName() ) );

	Relink();

	matrix3x4_t pBoneToWorld[MAXSTUDIOBONES];
	BaseClass::SetupBones( pBoneToWorld, BONE_USED_BY_ANYTHING ); // FIXME: shouldn't this be a subset of the bones
	int collisionGroup = (m_spawnflags & SF_RAGDOLLPROP_DEBRIS) ? COLLISION_GROUP_DEBRIS : COLLISION_GROUP_NONE;
	InitRagdoll( vec3_origin, 0, vec3_origin, pBoneToWorld, pBoneToWorld, 0, collisionGroup, true );

	// only send data when physics moves this object
	NetworkStateManualMode( true );
	m_lastUpdateTickCount = 0;
}
Ejemplo n.º 8
0
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CEnvLaserDesignation::CEnvLaserDesignation( void )
{
    NetworkStateManualMode( true );
    m_bActive = -1;	// So the first setactive will take effect
    m_bPrevActive = false;
}
Ejemplo n.º 9
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CInfoAct::Spawn( void )
{
	NetworkStateManualMode( true );
	m_flActStartedAt = 0;
	m_iWinners = 0;
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CFuncNoBuild::CFuncNoBuild()
{
	NetworkStateManualMode( true );
}
Ejemplo n.º 11
0
CLightGlow::CLightGlow()
{
	m_Size = 10;
	NetworkStateManualMode( true );
}