示例#1
0
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;
}
示例#2
0
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 );
}
示例#3
0
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);
}