mirror of
https://github.com/UberGames/EF2GameSource.git
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86 lines
2.2 KiB
C++
86 lines
2.2 KiB
C++
//-----------------------------------------------------------------------------
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//
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// $Logfile:: /Code/DLLs/game/gibs.h $
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// $Revision:: 7 $
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// $Author:: Steven $
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// $Date:: 10/13/03 8:54a $
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//
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// Copyright (C) 1998 by Ritual Entertainment, Inc.
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// All rights reserved.
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//
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// This source is may not be distributed and/or modified without
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// expressly written permission by Ritual Entertainment, Inc.
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//
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//
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// DESCRIPTION:
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// Gibs - nuff said
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#ifndef __GIBS_H__
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#define __GIBS_H__
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#include "g_local.h"
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#include "mover.h"
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#define NO_FINAL_PITCH -1000
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class Gib : public Entity
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{
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private:
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int sprayed;
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float scale;
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Entity *blood;
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str blood_splat_name;
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float blood_splat_size;
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str blood_spurt_name;
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float final_pitch;
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float next_bleed_time;
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public:
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CLASS_PROTOTYPE( Gib );
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qboolean fadesplat;
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Gib();
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~Gib();
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Gib( const str &name, qboolean blood_trail, const str &bloodtrailname="", const str &bloodspurtname="",
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const str &bloodsplatname="", float blood_splat_size = 8, float pitch=NO_FINAL_PITCH );
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void SetVelocity( float health );
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void SprayBlood( const Vector &start );
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void Throw( Event *ev );
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void Splat( Event *ev );
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void Stop( Event *ev );
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void Damage( Event *ev );
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void ClipGibVelocity( void );
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virtual void Archive( Archiver &arc );
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};
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inline void Gib::Archive
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(
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Archiver &arc
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)
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{
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Entity::Archive( arc );
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arc.ArchiveBoolean( &sprayed );
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arc.ArchiveFloat( &scale );
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arc.ArchiveObjectPointer( ( Class ** )&blood );
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arc.ArchiveString( &blood_splat_name );
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arc.ArchiveFloat( &blood_splat_size );
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arc.ArchiveString( &blood_spurt_name );
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arc.ArchiveFloat( &final_pitch );
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arc.ArchiveFloat( &next_bleed_time );
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arc.ArchiveBoolean( &fadesplat );
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}
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void CreateGibs
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(
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Entity * ent,
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float damage = -50,
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float scale = 1.0f,
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int num = 1,
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const char * modelname = NULL
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);
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extern Event EV_ThrowGib;
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#endif // gibs.h
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