source-engine/game/server/te_beamentpoint.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_basebeam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Dispatches a beam ring between two entities
//-----------------------------------------------------------------------------
class CTEBeamEntPoint : public CTEBaseBeam
{
public:
DECLARE_CLASS( CTEBeamEntPoint, CTEBaseBeam );
DECLARE_SERVERCLASS();
CTEBeamEntPoint( const char *name );
virtual ~CTEBeamEntPoint( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public:
CNetworkVar( int, m_nStartEntity );
CNetworkVector( m_vecStartPoint );
CNetworkVar( int, m_nEndEntity );
CNetworkVector( m_vecEndPoint );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamEntPoint::CTEBeamEntPoint( const char *name ) :
CTEBaseBeam( name )
{
m_nStartEntity = 0;
m_nEndEntity = 0;
m_vecStartPoint.Init();
m_vecEndPoint.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamEntPoint::~CTEBeamEntPoint( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamEntPoint::Test( const Vector& current_origin, const QAngle& current_angles )
{
m_nStartEntity = 1;
m_nModelIndex = g_sModelIndexSmoke;
m_nStartFrame = 0;
m_nFrameRate = 10;
m_fLife = 2.0;
m_fWidth = 1.0;
m_fAmplitude = 1.0;
r = 0;
g = 63;
b = 127;
a = 150;
m_nSpeed = 1;
m_vecEndPoint = current_origin;
Vector forward, right;
m_vecEndPoint += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward, &right, 0 );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecEndPoint, 50.0, forward, m_vecEndPoint.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEBeamEntPoint, DT_TEBeamEntPoint)
SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ),
SendPropVector( SENDINFO(m_vecStartPoint), -1, SPROP_COORD ),
SendPropVector( SENDINFO(m_vecEndPoint), -1, SPROP_COORD ),
END_SEND_TABLE()
// Singleton to fire TEBeamEntPoint objects
static CTEBeamEntPoint g_TEBeamEntPoint( "BeamEntPoint" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// int start -
// *end -
// modelindex -
// startframe -
// framerate -
// msg_dest -
// delay -
// origin -
// recipient -
//-----------------------------------------------------------------------------
void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
int nStartEntity, const Vector *start, int nEndEntity, const Vector* end,
int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed )
{
g_TEBeamEntPoint.m_nStartEntity = (nStartEntity > 0) ? (nStartEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0;
g_TEBeamEntPoint.m_nEndEntity = (nEndEntity > 0) ? (nEndEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0;
g_TEBeamEntPoint.m_vecStartPoint = start ? *start : vec3_origin;
g_TEBeamEntPoint.m_vecEndPoint = end ? *end : vec3_origin;
g_TEBeamEntPoint.m_nModelIndex = modelindex;
g_TEBeamEntPoint.m_nHaloIndex = haloindex;
g_TEBeamEntPoint.m_nStartFrame = startframe;
g_TEBeamEntPoint.m_nFrameRate = framerate;
g_TEBeamEntPoint.m_fLife = life;
g_TEBeamEntPoint.m_fWidth = width;
g_TEBeamEntPoint.m_fEndWidth = endWidth;
g_TEBeamEntPoint.m_nFadeLength = fadeLength;
g_TEBeamEntPoint.m_fAmplitude = amplitude;
g_TEBeamEntPoint.m_nSpeed = speed;
g_TEBeamEntPoint.r = r;
g_TEBeamEntPoint.g = g;
g_TEBeamEntPoint.b = b;
g_TEBeamEntPoint.a = a;
// Send it over the wire
g_TEBeamEntPoint.Create( filter, delay );
}