//----------------------------------------------------------------------------- // // $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