ReGameDLL_CS/regamedll/dlls/gib.h
fl0werD bffb373539
implement CGib (#536)
* implement CGib
Move code part from basemonster.cpp to gib.cpp
3-rd party:
Link entity to class (can hookable by HamSandwich amxx module)
Add hooks for ReAPI
2020-05-27 09:56:24 +07:00

61 lines
2.2 KiB
C++

/*
*
* This program 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.
*
* This program 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 this program; if not, write to the Free Software Foundation,
* Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* In addition, as a special exception, the author gives permission to
* link the code of this program with the Half-Life Game Engine ("HL
* Engine") and Modified Game Libraries ("MODs") developed by Valve,
* L.L.C ("Valve"). You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve. If you modify this file, you may extend this exception
* to your version of the file, but you are not obligated to do so. If
* you do not wish to do so, delete this exception statement from your
* version.
*
*/
#pragma once
class CGib: public CBaseEntity
{
public:
virtual int ObjectCaps() { return (CBaseEntity::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
public:
void Spawn_OrigFunc(const char *szGibModel);
void BounceGibTouch_OrigFunc(CBaseEntity *pOther);
void WaitTillLand_OrigFunc();
void Spawn(const char *szGibModel);
void EXPORT BounceGibTouch(CBaseEntity *pOther);
void EXPORT StickyGibTouch(CBaseEntity *pOther);
void EXPORT WaitTillLand();
void LimitVelocity();
public:
static CGib *SpawnHeadGib_OrigFunc(entvars_t *pevVictim);
static void SpawnRandomGibs_OrigFunc(entvars_t *pevVictim, int cGibs, int human);
static CGib *SpawnHeadGib(entvars_t *pevVictim);
static void SpawnRandomGibs(entvars_t *pevVictim, int cGibs, int human);
static void SpawnStickyGibs(entvars_t *pevVictim, Vector vecOrigin, int cGibs);
public:
int m_bloodColor;
int m_cBloodDecals;
int m_material;
float m_lifeTime;
};