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code/game/body.cpp
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code/game/body.cpp
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/*
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===========================================================================
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Copyright (C) 2015 the OpenMoHAA team
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This file is part of OpenMoHAA source code.
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OpenMoHAA source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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OpenMoHAA source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenMoHAA source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// body.cpp: Dead bodies
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#include "animate.h"
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#include "body.h"
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CLASS_DECLARATION( Animate, Body, NULL )
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{
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{ NULL, NULL }
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};
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//=============================================================
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//Body::Body
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//=============================================================
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Body::Body()
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{
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edict->s.eType = ET_MODELANIM;
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edict->clipmask = MASK_DEADSOLID;
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edict->s.eFlags |= EF_DEAD;
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setSolidType( SOLID_NOT );
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setContents( CONTENTS_CORPSE );
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setMoveType( MOVETYPE_NONE );
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PostEvent( EV_DeathSinkStart, 5.0f );
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}
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void Body::Damage( Event *ev )
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{
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str gib_name;
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int number_of_gibs;
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float scale;
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Animate *ent;
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str real_gib_name;
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if ( !com_blood->integer )
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return;
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gib_name = "fx_rgib";
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number_of_gibs = 5;
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scale = 1.2f;
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// Spawn the gibs
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real_gib_name = gib_name;
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real_gib_name += number_of_gibs;
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real_gib_name += ".tik";
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ent = new Animate;
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ent->setModel( real_gib_name.c_str() );
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ent->setScale( scale );
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ent->setOrigin( centroid );
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ent->NewAnim( "idle" );
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ent->PostEvent( EV_Remove, 1.0f );
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Sound( "snd_decap", CHAN_BODY, 1.0f, 300.0f );
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this->hideModel();
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this->takedamage = DAMAGE_NO;
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}
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