Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CEnvHeadcrabCanister::SetLanded( void )
{
	SetAbsOrigin( m_vecImpactPosition );
	SetModel( ENV_HEADCRABCANISTER_BROKEN_MODEL );
	SetMoveType( MOVETYPE_NONE );
	SetSolid( SOLID_VPHYSICS );
	VPhysicsInitStatic();
	
	IncrementInterpolationFrame();
	m_bLanded = true;
}
Exemplo n.º 2
0
              void CPropThumper::Spawn( void )
{
    char *szModel = (char *)STRING( GetModelName() );
    if (!szModel || !*szModel)
    {
        szModel = THUMPER_MODEL_NAME;
        SetModelName( AllocPooledString(szModel) );
    }

    Precache();
    SetModel( szModel );

    SetSolid( SOLID_VPHYSICS );
    SetMoveType( MOVETYPE_NONE );
    VPhysicsInitStatic();

    BaseClass::Spawn();

    m_bEnabled = true;

    SetThink( &CPropThumper::Think );
    SetNextThink( gpGlobals->curtime + 1.0f );

    int iSequence = SelectHeaviestSequence ( ACT_IDLE );

    if ( iSequence != ACT_INVALID )
    {
        SetSequence( iSequence );
        ResetSequenceInfo();

        //Do this so we get the nice ramp-up effect.
        m_flPlaybackRate = random->RandomFloat( 0.0f, 1.0f);
    }

    m_iHammerAttachment = LookupAttachment( "hammer" );

    CAntlionRepellant *pRepellant = (CAntlionRepellant*)CreateEntityByName( "point_antlion_repellant" );

    if ( pRepellant )
    {
        pRepellant->Spawn();
        pRepellant->SetAbsOrigin( GetAbsOrigin() );
        pRepellant->SetRadius( THUMPER_RADIUS );

        m_hRepellantEnt = pRepellant;
    }

    if ( m_iDustScale == 0 )
        m_iDustScale = THUMPER_MIN_SCALE;

}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectSiegePlatform::Spawn()
{
	Precache();
	SetModel( SIEGE_TOWER_PLATFORM_MODEL );
	SetSolid( SOLID_VPHYSICS );
	m_takedamage = DAMAGE_NO;

	BaseClass::Spawn();

	IPhysicsObject *pPhysics = VPhysicsInitStatic();
	if ( pPhysics )
	{
		pPhysics->EnableMotion( false );
	}
	SetCollisionGroup( TFCOLLISION_GROUP_OBJECT_SOLIDTOPLAYERMOVEMENT );
}
Exemplo n.º 4
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectTowerLadder::Spawn()
{
	Precache();
	SetModel( TOWER_LADDER_MODEL );
	SetSolid( SOLID_VPHYSICS );
	m_takedamage = DAMAGE_NO;

	BaseClass::Spawn();

	IPhysicsObject *pPhysics = VPhysicsInitStatic();
	if ( pPhysics )
	{
		pPhysics->EnableMotion( false );
	}
	SetCollisionGroup( COLLISION_GROUP_VEHICLE );
}
Exemplo n.º 5
0
bool CFuncWall::CreateVPhysics( void )
{
	SetSolid( SOLID_BSP );
	IPhysicsObject *pPhys = VPhysicsInitStatic();
	if ( pPhys )
	{
		int contents = modelinfo->GetModelContents( GetModelIndex() );
		if ( ! (contents & (MASK_SOLID|MASK_PLAYERSOLID|MASK_NPCSOLID)) )
		{
			// leave the physics shadow there in case it has crap constrained to it
			// but disable collisions with it
			pPhys->EnableCollisions( false );
		}
	}

	return true;
}
Exemplo n.º 6
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CObjectTower::Spawn( void )
{
	Precache();
	SetModel( TOWER_MODEL );
	SetSolid( SOLID_BBOX );

	UTIL_SetSize(this, TOWER_MINS, TOWER_MAXS);
	m_takedamage = DAMAGE_YES;
	m_iHealth = obj_tower_health.GetInt();

	m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_DOESNT_NEED_POWER;
	SetType( OBJ_TOWER );

	SetSolid( SOLID_VPHYSICS );
	VPhysicsInitStatic();

	BaseClass::Spawn();

	SetCollisionGroup( COLLISION_GROUP_VEHICLE );
}
void CASW_Target_Dummy::Spawn()
{
	BaseClass::Spawn();
	
	//SetModelName( AllocPooledString( ASW_TARGET_DUMMY_MODEL ) );
	
	Precache();
	SetModel( ASW_TARGET_DUMMY_MODEL );
	SetMoveType( MOVETYPE_NONE );
	SetSolid( SOLID_VPHYSICS );
	SetCollisionGroup( COLLISION_GROUP_NONE ); //COLLISION_GROUP_DEBRIS );
	m_takedamage = DAMAGE_YES;
	m_iHealth = 100;
	m_iMaxHealth = m_iHealth;	

	AddFlag( FL_STATICPROP );
	VPhysicsInitStatic();

	ResetThink();
}
Exemplo n.º 8
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
bool CBreakable::CreateVPhysics( void )
{
	VPhysicsInitStatic();
	return true;
}
bool CExtinguisherCharger::CreateVPhysics()
{
	VPhysicsInitStatic();
	return true;
}
Exemplo n.º 10
0
bool CNewRecharge::CreateVPhysics()
{
	VPhysicsInitStatic();
	return true;
}
Exemplo n.º 11
0
bool CFuncVPhysicsClip::CreateVPhysics( void )
{
	VPhysicsInitStatic();
	return true;
}
Exemplo n.º 12
0
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool CItem_AmmoCrate::CreateVPhysics( void )
{
	return ( VPhysicsInitStatic() != NULL );
}
Exemplo n.º 13
0
bool CFunc_LOD::CreateVPhysics()
{
	VPhysicsInitStatic();
	return true;
}
bool CNewWallHealth::CreateVPhysics(void)
{
	VPhysicsInitStatic();
	return true;
}
Exemplo n.º 15
0
//------------------------------------------------------------------------------
// Purpose:
//------------------------------------------------------------------------------
bool Dota_Resupply::CreateVPhysics( void )
{
	return ( VPhysicsInitStatic() != NULL );
}