PickupItem::PickupItem() : GameBase(OT_MODEL) { MakeTransitionable(); m_fRespawnDelay = 10.0f; m_bRotate = LTFALSE; m_bBounce = LTFALSE; m_dwFlags = 0; m_bMoveToFloor = LTTRUE; m_bTouchPickup = LTFALSE; m_bActivatePickup = LTTRUE; m_bWasPickedUp = false; m_bRespawn = (IsMultiplayerGame( ) ? LTTRUE : LTFALSE); // Pick up items glow and can be seen with spy vision. Also we // assume they are moveable so they won't show bullet holes... m_dwUserFlags = USRFLG_GLOW | /*USRFLG_SPY_VISION |*/ USRFLG_MOVEABLE; m_hstrPickupCommand = LTNULL; m_hstrSoundFile = LTNULL; m_hstrRespawnSoundFile = LTNULL; m_hstrModelOverride = LTNULL; m_hPlayerObj = LTNULL; m_vScale.Init(1.0f, 1.0f, 1.0f); m_nTeamId = INVALID_TEAM; }
Prop::Prop() : GameBase(OT_MODEL) { m_bMoveToFloor = LTTRUE; m_bFirstUpdate = LTTRUE; m_bCanDeactivate = true; m_vScale.Init(1.0f, 1.0f, 1.0f); m_vObjectColor.Init(255.0f, 255.0f, 255.0f); m_fAlpha = 1.0f; m_dwUsrFlgs = USRFLG_MOVEABLE; m_dwFlags = FLAG_DONTFOLLOWSTANDING; m_dwFlags2 = 0; m_bTouchable = LTTRUE; m_pDisturb = LTNULL; m_eState = kState_PropDefault; m_pDebrisOverride = LTNULL; // Used only for sending event trigger messages. m_bActivatedOn = false; AddAggregate(&m_damage); MakeTransitionable(); m_bAttachmentShotOff = false; m_hAttachmentOwner = LTNULL; m_fPitch = 0.0f; m_fYaw = 0.0f; m_fRoll = 0.0f; m_fPitchVel = 0.0f; m_fYawVel = 0.0f; m_fRollVel = 0.0f; m_bRotatedToRest = false; m_bRotating = false; m_fFadeStartTime = 0.0f; m_fFadeDuration = 0.0f; m_fStartAlpha = 0.0f; m_fEndAlpha = 0.0f; m_bFading = false; m_bFadeRemoveWhenDone = false; m_bCanTransition = true; m_ActivateTypeHandler.Init( this ); }
CCharacterHitBox::CCharacterHitBox() : GameBase ( OT_NORMAL ), m_pHitBoxUser ( NULL ), m_hModel ( NULL ), m_vOffset ( 0.0f, 0.0f, 0.0f ), m_bCanActivate ( true ), m_bAnimControlsDims ( false ), m_bAnimControlsOffset ( false ), m_hControllingAnim ( INVALID_ANI ), m_bFollowVisNode ( false ) { // Setup the TransitionAggregate MakeTransitionable(); m_NodeRadiusList.Init(true); }