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; }
CSun::CSun() { m_vDirection.Init( 0, 0, 1 ); NetworkStateManualMode( true ); m_bOn = true; AddEFlags( EFL_FORCE_CHECK_TRANSMIT ); }
void Spawn() { BaseClass::Spawn(); SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); m_takedamage = DAMAGE_EVENTS_ONLY; NetworkStateManualMode( true ); }
void Spawn() { SetModel( STRING( GetModelName() ) ); SetMoveType( MOVETYPE_VPHYSICS ); SetSolid( SOLID_VPHYSICS ); m_takedamage = DAMAGE_EVENTS_ONLY; NetworkStateManualMode( true ); }
CWorld::CWorld( ) { CBaseEntity::AttachEdict( INDEXENT(RequiredEdictIndex()) ); SetNextThink( gpGlobals->curtime + 0.05 ); ActivityList_Init(); NetworkStateManualMode( true ); SetSolid( SOLID_BSP ); SetMoveType( MOVETYPE_NONE ); }
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; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CEnvLaserDesignation::CEnvLaserDesignation( void ) { NetworkStateManualMode( true ); m_bActive = -1; // So the first setactive will take effect m_bPrevActive = false; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CInfoAct::Spawn( void ) { NetworkStateManualMode( true ); m_flActStartedAt = 0; m_iWinners = 0; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CFuncNoBuild::CFuncNoBuild() { NetworkStateManualMode( true ); }
CLightGlow::CLightGlow() { m_Size = 10; NetworkStateManualMode( true ); }