ef2-sdk/dlls/game/body.cpp
2003-11-05 00:00:00 +00:00

98 lines
2.6 KiB
C++

//-----------------------------------------------------------------------------
//
// $Logfile:: /EF2/Code/DLLs/game/body.cpp $
// $Revision:: 13 $
// $Author:: Singlis $
// $Date:: 9/26/03 2:35p $
//
// Copyright (C) 2000 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Dead bodies
#include "_pch_cpp.h"
#include "animate.h"
#include "gibs.h"
#include "body.h"
CLASS_DECLARATION( Entity, Body, NULL )
{
{ &EV_Damage, &Body::Damage },
{ NULL, NULL }
};
//=============================================================
//Body::Body
//=============================================================
Body::Body()
{
Event *newEvent;
takedamage = DAMAGE_YES;
edict->s.eType = ET_MODELANIM;
health = 10;
edict->clipmask = MASK_DEADSOLID;
edict->svflags |= SVF_DEADMONSTER;
setSolidType( SOLID_NOT );
//setSolidType( SOLID_BBOX );
//setContents( CONTENTS_CORPSE );
setMoveType( MOVETYPE_NONE );
//PostEvent( EV_FadeOut, 6.0f );
newEvent = new Event( EV_DisplayEffect );
newEvent->AddString( "TransportOut" );
newEvent->AddString( "Multiplayer" );
PostEvent( newEvent, 0.0f );
PostEvent( EV_Remove, 5.0f );
//Event *transport_event = new Event( EV_DisplayEffect );
//transport_event->AddString( "transport_out" );
//ProcessEvent( transport_event );
animate = new Animate( this );
}
//=============================================================
//Body::Damage
//=============================================================
void Body::Damage( Event *ev )
{
/* str gib_name;
int number_of_gibs;
float scale;
Entity *ent;
str real_gib_name;
if ( !com_blood->integer )
return;
gib_name = "fx_rgib";
number_of_gibs = 5;
scale = 1.2;
// Spawn the gibs
real_gib_name = gib_name;
real_gib_name += number_of_gibs;
real_gib_name += ".tik";
ent = new Entity( ENTITY_CREATE_FLAG_ANIMATE );
ent->setModel( real_gib_name.c_str() );
ent->setScale( scale );
ent->setOrigin( centroid );
ent->animate->RandomAnimate( "idle" );
ent->PostEvent( EV_Remove, 1.0f );
Sound( "snd_decap", CHAN_BODY, 1.0f, 300.0f );
this->hideModel();
this->takedamage = DAMAGE_NO; */
}