ef2gamesource/dlls/game/gibs.h

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2012-12-30 16:37:54 +00:00
//-----------------------------------------------------------------------------
//
// $Logfile:: /Code/DLLs/game/gibs.h $
// $Revision:: 7 $
// $Author:: Steven $
// $Date:: 10/13/03 8:54a $
//
// Copyright (C) 1998 by Ritual Entertainment, Inc.
// All rights reserved.
//
// This source is may not be distributed and/or modified without
// expressly written permission by Ritual Entertainment, Inc.
//
//
// DESCRIPTION:
// Gibs - nuff said
#ifndef __GIBS_H__
#define __GIBS_H__
#include "g_local.h"
#include "mover.h"
#define NO_FINAL_PITCH -1000
class Gib : public Entity
{
private:
int sprayed;
float scale;
Entity *blood;
str blood_splat_name;
float blood_splat_size;
str blood_spurt_name;
float final_pitch;
float next_bleed_time;
public:
CLASS_PROTOTYPE( Gib );
qboolean fadesplat;
Gib();
~Gib();
Gib( const str &name, qboolean blood_trail, const str &bloodtrailname="", const str &bloodspurtname="",
const str &bloodsplatname="", float blood_splat_size = 8, float pitch=NO_FINAL_PITCH );
void SetVelocity( float health );
void SprayBlood( const Vector &start );
void Throw( Event *ev );
void Splat( Event *ev );
void Stop( Event *ev );
void Damage( Event *ev );
void ClipGibVelocity( void );
virtual void Archive( Archiver &arc );
};
inline void Gib::Archive
(
Archiver &arc
)
{
Entity::Archive( arc );
arc.ArchiveBoolean( &sprayed );
arc.ArchiveFloat( &scale );
arc.ArchiveObjectPointer( ( Class ** )&blood );
arc.ArchiveString( &blood_splat_name );
arc.ArchiveFloat( &blood_splat_size );
arc.ArchiveString( &blood_spurt_name );
arc.ArchiveFloat( &final_pitch );
arc.ArchiveFloat( &next_bleed_time );
arc.ArchiveBoolean( &fadesplat );
}
void CreateGibs
(
Entity * ent,
float damage = -50,
float scale = 1.0f,
int num = 1,
const char * modelname = NULL
);
extern Event EV_ThrowGib;
#endif // gibs.h