source-engine/game/server/te_muzzleflash.cpp

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Create a muzzle flash temp ent
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches user tracer stream tempentity
//-----------------------------------------------------------------------------
class CTEMuzzleFlash : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEMuzzleFlash, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEMuzzleFlash( const char *name );
virtual ~CTEMuzzleFlash( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public:
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_vecAngles );
CNetworkVar( float, m_flScale );
CNetworkVar( int, m_nType );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEMuzzleFlash::CTEMuzzleFlash( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecAngles.Init();
m_flScale = 1.0f;
m_nType = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEMuzzleFlash::~CTEMuzzleFlash( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEMuzzleFlash::Test( const Vector& current_origin, const QAngle& current_angles )
{
}
IMPLEMENT_SERVERCLASS_ST( CTEMuzzleFlash, DT_TEMuzzleFlash )
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
SendPropVector( SENDINFO(m_vecAngles), -1, SPROP_COORD ),
SendPropFloat( SENDINFO(m_flScale), -1, SPROP_NOSCALE ),
SendPropInt( SENDINFO(m_nType), 32, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEMuzzleFlash objects
static CTEMuzzleFlash g_TEMuzzleFlash( "MuzzleFlash" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// origin -
// *recipient -
// *origin -
// *dir -
// scale -
// type -
//-----------------------------------------------------------------------------
void TE_MuzzleFlash( IRecipientFilter& filter, float delay,
const Vector &start, const QAngle &angles, float scale, int type )
{
g_TEMuzzleFlash.m_vecOrigin = start;
g_TEMuzzleFlash.m_vecAngles = angles;
g_TEMuzzleFlash.m_flScale = scale;
g_TEMuzzleFlash.m_nType = type;
// Send it over the wire
g_TEMuzzleFlash.Create( filter, delay );
}