//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_FuncPhysicsRespawnZone::Initialize( void ) { if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) return false; SetSolid( SOLID_BSP ); AddSolidFlags( FSOLID_NOT_SOLID ); AddSolidFlags( FSOLID_TRIGGER ); SetMoveType( MOVETYPE_NONE ); const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); } Spawn(); AddEffects( EF_NODRAW ); UpdatePartitionListEntry(); CollisionProp()->UpdatePartition(); UpdateVisibility(); SetNextClientThink( gpGlobals->curtime + (cl_phys_props_respawnrate.GetFloat() * RandomFloat(1.0,1.1)) ); return true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTileBase::Spawn( void ) { BaseClass::Spawn(); SetSolid( SOLID_BBOX ); SetMoveType( MOVETYPE_NONE ); #ifndef CLIENT_DLL AddFlag( FL_STATICPROP ); #else InvalidatePhysicsRecursive( POSITION_CHANGED | ANGLES_CHANGED | VELOCITY_CHANGED ); UpdatePartitionListEntry(); UpdateVisibility(); // CreateShadow() // TODO: Seems bugged // Reset interpolation history, so it doesn't contains shit // -> shouldn't do anything for client side created entities... // Apparently it does do something, since it f***s up the angles of all tiles. // ResetLatched() #endif // CLIENT_DLL }
bool C_PhysPropClientside::Initialize() { if ( InitializeAsClientEntity( STRING(GetModelName()), RENDER_GROUP_OPAQUE_ENTITY ) == false ) { return false; } const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); } solid_t tmpSolid; // Create the object in the physics system if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) ) { DevMsg("C_PhysPropClientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() ); return false; } else { m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, m_spawnflags & SF_PHYSPROP_START_ASLEEP, &tmpSolid ); if ( !m_pPhysicsObject ) { // failed to create a physics object DevMsg(" C_PhysPropClientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) ); return false; } } // We want touch calls when we hit the world unsigned int flags = VPhysicsGetObject()->GetCallbackFlags(); VPhysicsGetObject()->SetCallbackFlags( flags | CALLBACK_GLOBAL_TOUCH_STATIC ); if ( m_spawnflags & SF_PHYSPROP_MOTIONDISABLED ) { m_pPhysicsObject->EnableMotion( false ); } Spawn(); // loads breakable & prop data if ( m_iPhysicsMode == PHYSICS_MULTIPLAYER_AUTODETECT ) { m_iPhysicsMode = GetAutoMultiplayerPhysicsMode( CollisionProp()->OBBSize(), m_pPhysicsObject->GetMass() ); } if ( m_spawnflags & SF_PHYSPROP_FORCE_SERVER_SIDE ) { // forced to be server-side by map maker return false; } if ( m_iPhysicsMode != PHYSICS_MULTIPLAYER_CLIENTSIDE ) { // spawn only clientside entities return false; } else { if ( engine->IsInEditMode() ) { // don't spawn in map edit mode return false; } } if ( m_fadeMinDist < 0 ) { // start fading out at 75% of r_propsmaxdist m_fadeMaxDist = r_propsmaxdist.GetFloat(); m_fadeMinDist = r_propsmaxdist.GetFloat() * 0.75f; } // player can push it away SetCollisionGroup( COLLISION_GROUP_PUSHAWAY ); UpdatePartitionListEntry(); CollisionProp()->UpdatePartition(); SetBlocksLOS( false ); // this should be a small object // Set up shadows; do it here so that objects can change shadowcasting state CreateShadow(); UpdateVisibility(); SetNextClientThink( CLIENT_THINK_NEVER ); return true; }
bool C_ASW_PropJeep_Clientside::Initialize() { SetModelName( VEHICLE_MODEL ); PrecacheModel(VEHICLE_MODEL); SetModel(VEHICLE_MODEL); if ( InitializeAsClientEntity( STRING(GetModelName()), false ) == false ) { return false; } const model_t *mod = GetModel(); if ( mod ) { Vector mins, maxs; modelinfo->GetModelBounds( mod, mins, maxs ); SetCollisionBounds( mins, maxs ); } solid_t tmpSolid; // Create the object in the physics system if ( !PhysModelParseSolid( tmpSolid, this, GetModelIndex() ) ) { DevMsg("C_ASW_PropJeep_Clientside::Initialize: PhysModelParseSolid failed for entity %i.\n", GetModelIndex() ); return false; } else { m_pPhysicsObject = VPhysicsInitNormal( SOLID_VPHYSICS, 0, false, &tmpSolid ); if ( !m_pPhysicsObject ) { // failed to create a physics object DevMsg(" C_ASW_PropJeep_Clientside::Initialize: VPhysicsInitNormal() failed for %s.\n", STRING(GetModelName()) ); return false; } } Spawn(); if ( engine->IsInEditMode() ) { // don't spawn in map edit mode return false; } // player can push it away SetCollisionGroup( COLLISION_GROUP_VEHICLE ); UpdatePartitionListEntry(); CollisionProp()->UpdatePartition(); //SetBlocksLOS( false ); // this should be a small object // Set up shadows; do it here so that objects can change shadowcasting state CreateShadow(); UpdateVisibility(); SetNextClientThink( gpGlobals->curtime + 0.4f ); return true; }