Shader linking i guess

This commit is contained in:
2026-04-12 14:52:33 +03:00
parent 79ceac1005
commit 457b455042
38 changed files with 12534 additions and 114 deletions

View File

@@ -5,7 +5,8 @@
CMOBAPlayer::CMOBAPlayer()
{
m_hCuboid = g_pPhysics->CreateBall({1});
m_hCuboid = g_pPhysics->CreateCube({1,1,1});
}
CMOBAPlayer::~CMOBAPlayer()
@@ -16,25 +17,16 @@ CMOBAPlayer::~CMOBAPlayer()
void CMOBAPlayer::Spawn()
{
CBaseEntity::Spawn();
<<<<<<< HEAD
=======
<<<<<<< HEAD
>>>>>>> a2652ed (merges)
SetPhysics(k_EPhysics_Static);
SetModel("game/core/models/sphere.fmdl");
SetScale(1);
SetAbsOrigin({0,-14.5, 0});
<<<<<<< HEAD
=======
=======
SetModel("game/core/models/sphere.fmdl");
SetScale(1);
SetAbsOrigin({0,-11.5, 0});
>>>>>>> c251089 (different stuff in physics)
>>>>>>> a2652ed (merges)
SetThink(Think);
};
bool CMOBAPlayer::CheckMask( HCollider hCollider )
{
return true;
};
void CMOBAPlayer::Think( float fDelta )
{
BaseClass::Think(fDelta);
@@ -47,18 +39,11 @@ void CMOBAPlayer::Think( float fDelta )
vPosition.x += m_vMovementVector.x*fDelta*5;
vPosition.z += m_vMovementVector.z*fDelta*5;
<<<<<<< HEAD
SetAbsOrigin(vPosition);
<<<<<<< HEAD
=======
=======
CastResult_t result = g_pPhysicsWorld->ShapeCast(m_hCuboid, {0,0,0,1}, vPosition, {vPosition.x, vPosition.y, -100});
CastResult_t result = g_pPhysicsWorld->ShapeCast(m_hCuboid, {0,0,0,1}, vPosition, {vPosition.x, vPosition.y, -100}, CheckMask);
if (result.m_bIsHit)
SetAbsOrigin(result.m_vCollisionPoint);
else
SetAbsOrigin(vPosition);
>>>>>>> c251089 (different stuff in physics)
>>>>>>> a2652ed (merges)
};
LINK_ENTITY_TO_CLASS(player, CMOBAPlayer)

View File

@@ -3,10 +3,10 @@
#include "physicsprop.h"
class CMOBAPlayer: public CPhysicsProp
class CMOBAPlayer: public CBaseModelEntity
{
public:
DECLARE_CLASS(CMOBAPlayer, CPhysicsProp);
DECLARE_CLASS(CMOBAPlayer, CBaseModelEntity);
DECLARE_DATADESC();
DECLARE_SERVERCLASS()
@@ -14,6 +14,8 @@ public:
virtual ~CMOBAPlayer();
virtual void Spawn( void ) override;
void Think( float fDelta );
static bool CheckMask( HCollider hCollider );
private:
Vector m_vMovementVector = {};