File: body.cpp

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/*
===========================================================================
Copyright (C) 2015 the OpenMoHAA team

This file is part of OpenMoHAA source code.

OpenMoHAA source code is free software; you can redistribute it
and/or modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the License,
or (at your option) any later version.

OpenMoHAA source code is distributed in the hope that it will be
useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU General Public License for more details.

You should have received a copy of the GNU General Public License
along with OpenMoHAA source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
===========================================================================
*/

// body.cpp: Dead bodies

#include "animate.h"
#include "body.h"
#include "g_phys.h"

CLASS_DECLARATION(Animate, Body, NULL) {
    {NULL, NULL}
};

//=============================================================
//Body::Body
//=============================================================
Body::Body()
{
    edict->s.eType  = ET_MODELANIM;
    edict->clipmask = MASK_DEADSOLID;
    edict->s.eFlags |= EF_DEAD;

    setSolidType(SOLID_NOT);
    setContents(CONTENTS_CORPSE);
    setMoveType(MOVETYPE_NONE);

    PostEvent(EV_DeathSinkStart, 5.0f);
}

void Body::Damage(Event *ev)
{
    str      gib_name;
    int      number_of_gibs;
    float    scale;
    Animate *ent;
    str      real_gib_name;

    if (!com_blood->integer) {
        return;
    }

    gib_name       = "fx_rgib";
    number_of_gibs = 5;
    scale          = 1.2f;

    // Spawn the gibs
    real_gib_name = gib_name;
    real_gib_name += number_of_gibs;
    real_gib_name += ".tik";

    ent = new Animate;
    ent->setModel(real_gib_name.c_str());
    ent->setScale(scale);
    ent->setOrigin(centroid);
    ent->NewAnim("idle");
    ent->PostEvent(EV_Remove, 1.0f);

    Sound("snd_decap", CHAN_BODY, 1.0f, 300.0f);

    this->hideModel();
    this->takedamage = DAMAGE_NO;
}