Esempio n. 1
0
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pObject - 
//			*pFluid - 
//-----------------------------------------------------------------------------
void CCollisionEvent::FluidStartTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid )
{
	CallbackContext callback(this);
	if ( ( pObject == NULL ) || ( pFluid == NULL ) )
		return;

	CBaseEntity *pEntity = static_cast<CBaseEntity *>(pObject->GetGameData());
	
	if ( pEntity )
	{
		float timeSinceLastCollision = DeltaTimeSinceLastFluid( pEntity );
		
		if ( timeSinceLastCollision < 0.5f )
			return;

#ifdef INFESTED_DLL
		// prevent too many splashes spawning at once across different entities
		float flGlobalTimeSinceLastSplash = gpGlobals->curtime - m_flLastSplashTime;
		if ( flGlobalTimeSinceLastSplash < 0.1f )
			return;
#endif

		//Msg( "ent %d %s doing splash. delta = %f\n", pEntity->entindex(), pEntity->GetModelName(), timeSinceLastCollision );
		PhysicsSplash( pFluid, pObject, pEntity );

		m_flLastSplashTime = gpGlobals->curtime;
	}
}
//-----------------------------------------------------------------------------
// Purpose: 
// Input  : *pObject - 
//			*pFluid - 
//-----------------------------------------------------------------------------
void CCollisionEvent::FluidStartTouch( IPhysicsObject *pObject, IPhysicsFluidController *pFluid )
{
	CallbackContext callback(this);
	if ( ( pObject == NULL ) || ( pFluid == NULL ) )
		return;

	CBaseEntity *pEntity = static_cast<CBaseEntity *>(pObject->GetGameData());
	
	if ( pEntity )
	{
		float timeSinceLastCollision = DeltaTimeSinceLastFluid( pEntity );
		
		if ( timeSinceLastCollision < 0.5f )
			return;

		PhysicsSplash( pFluid, pObject, pEntity );
	}
}