sqwarmed/sdk_src/game/client/c_physics_prop_statue.cpp

64 lines
1.6 KiB
C++

//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_physics_prop_statue.h"
#include "debugoverlay_shared.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT(C_StatueProp, DT_StatueProp, CStatueProp)
RecvPropEHandle( RECVINFO( m_hInitBaseAnimating ) ),
RecvPropBool( RECVINFO( m_bShatter ) ),
RecvPropInt( RECVINFO( m_nShatterFlags ) ),
RecvPropVector( RECVINFO( m_vShatterPosition ) ),
RecvPropVector( RECVINFO( m_vShatterForce ) ),
END_RECV_TABLE()
C_StatueProp::C_StatueProp()
{
}
C_StatueProp::~C_StatueProp()
{
}
void C_StatueProp::Spawn( void )
{
BaseClass::Spawn();
m_EntClientFlags |= ENTCLIENTFLAG_DONTUSEIK;
}
void C_StatueProp::ComputeWorldSpaceSurroundingBox( Vector *pVecWorldMins, Vector *pVecWorldMaxs )
{
CBaseAnimating *pBaseAnimating = m_hInitBaseAnimating;
if ( pBaseAnimating )
{
pBaseAnimating->CollisionProp()->WorldSpaceSurroundingBounds( pVecWorldMins, pVecWorldMaxs );
}
}
void C_StatueProp::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
if ( m_bShatter )
{
// Here's the networked data to use with my effect
//m_nShatterFlags;
//m_vShatterPosition;
//m_vShatterForce;
//FIXME: shatter effects should call a function so derived classes can make their own
// Do shatter effects here
}
}