//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvHeadcrabCanister::SetLanded( void ) { SetAbsOrigin( m_vecImpactPosition ); SetModel( ENV_HEADCRABCANISTER_BROKEN_MODEL ); SetMoveType( MOVETYPE_NONE ); SetSolid( SOLID_VPHYSICS ); VPhysicsInitStatic(); IncrementInterpolationFrame(); m_bLanded = true; }
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 ); }
//----------------------------------------------------------------------------- // 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 ); }
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; }
//----------------------------------------------------------------------------- // 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(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool CBreakable::CreateVPhysics( void ) { VPhysicsInitStatic(); return true; }
bool CExtinguisherCharger::CreateVPhysics() { VPhysicsInitStatic(); return true; }
bool CNewRecharge::CreateVPhysics() { VPhysicsInitStatic(); return true; }
bool CFuncVPhysicsClip::CreateVPhysics( void ) { VPhysicsInitStatic(); return true; }
//------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ bool CItem_AmmoCrate::CreateVPhysics( void ) { return ( VPhysicsInitStatic() != NULL ); }
bool CFunc_LOD::CreateVPhysics() { VPhysicsInitStatic(); return true; }
bool CNewWallHealth::CreateVPhysics(void) { VPhysicsInitStatic(); return true; }
//------------------------------------------------------------------------------ // Purpose: //------------------------------------------------------------------------------ bool Dota_Resupply::CreateVPhysics( void ) { return ( VPhysicsInitStatic() != NULL ); }