//----------------------------------------------------------------------------- // // $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; */ }