openmohaa/code/game/body.cpp

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2016-03-27 11:49:47 +02:00
/*
===========================================================================
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"
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;
}