Extending Prop Sphere
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The following simple snippet addition to CPhysSphere
:
- Allows level designers to configure the collision model's radius
- Fully applies the prop_data and $surfaceprop of the chosen model.
C++
Open \server\props.cpp and replace this current existing CPhysSphere
code :
// Debug sphere
class CPhysSphere : public CPhysicsProp
{
DECLARE_CLASS( CPhysSphere, CPhysicsProp );
public:
virtual bool OverridePropdata() { return true; }
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(12,12,12), Vector(12,12,12) );
objectparams_t params = g_PhysDefaultObjectParams;
params.pGameData = static_cast<void *>(this);
IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( 12, 0, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
if ( pPhysicsObject )
{
VPhysicsSetObject( pPhysicsObject );
SetMoveType( MOVETYPE_VPHYSICS );
pPhysicsObject->Wake();
}
return true;
}
};
With this improved version of the CPhysSphere
code :
class CPhysSphere : public CPhysicsProp
{
DECLARE_CLASS( CPhysSphere, CPhysicsProp );
DECLARE_DATADESC();
public:
float m_fRadius;
bool CreateVPhysics()
{
SetSolid( SOLID_BBOX );
SetCollisionBounds( -Vector(m_fRadius), Vector(m_fRadius) );
objectparams_t params = g_PhysDefaultObjectParams;
params.pGameData = static_cast<void *>(this);
IPhysicsObject *pPhysicsObject = physenv->CreateSphereObject( m_fRadius, GetModelPtr()->GetRenderHdr()->textureindex, GetAbsOrigin(), GetAbsAngles(), ¶ms, false );
if ( pPhysicsObject )
{
VPhysicsSetObject( pPhysicsObject );
SetMoveType( MOVETYPE_VPHYSICS );
pPhysicsObject->Wake();
}
return true;
}
};
LINK_ENTITY_TO_CLASS( prop_sphere, CPhysSphere );
BEGIN_DATADESC( CPhysSphere )
DEFINE_KEYFIELD( m_fRadius, FIELD_FLOAT, "radius"),
END_DATADESC()
After replacing the CPhysSphere
code, remove this line :
LINK_ENTITY_TO_CLASS(prop_sphere, CPhysSphere);
That is located AFTER This block of code :
void CPropDoorRotating::InputSetSpeed(inputdata_t &inputdata)
{
AssertMsg1(inputdata.value.Float() > 0.0f, "InputSetSpeed on %s called with negative parameter!", GetDebugName() );
m_flSpeed = inputdata.value.Float();
DoorResume();
}
As it then begins to create compile errors thanks to replacing the class CPhysSphere : public CPhysicsProp
code.
Extended FGD
@PointClass base(BasePropPhysics, RenderFields) studioprop() sphere(radius) = prop_sphere : "Creates a perfect sphere."
[
radius(float) : "Radius" : 12 : ""
]
Credits
Original Writer : Artfunkel