source-engine/game/server/te_beamspline.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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_SPLINE_POINTS 16
//-----------------------------------------------------------------------------
// Purpose: Dispatches beam spline tempentity
//-----------------------------------------------------------------------------
class CTEBeamSpline : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEBeamSpline, CBaseTempEntity );
CTEBeamSpline( const char *name );
virtual ~CTEBeamSpline( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkArray( Vector, m_vecPoints, MAX_SPLINE_POINTS );
CNetworkVar( int, m_nPoints );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamSpline::CTEBeamSpline( const char *name ) :
CBaseTempEntity( name )
{
int i;
for ( i = 0; i < MAX_SPLINE_POINTS; i++ )
{
m_vecPoints.GetForModify( i ).Init();
}
m_nPoints = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamSpline::~CTEBeamSpline( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamSpline::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nPoints = 6;
Vector m_vecStart = current_origin;
Vector forward, right;
m_vecStart[2] += 24;
AngleVectors( current_angles, &forward, &right, 0 );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecStart, 100.0, forward, m_vecStart );
VectorMA( m_vecStart, -128.0, right, m_vecStart );
for ( int i = 0; i < m_nPoints; i++ )
{
m_vecPoints.Set( i, m_vecStart );
VectorMA( m_vecStart, 128/m_nPoints, right, m_vecStart );
VectorMA( m_vecStart, 30.0/m_nPoints, forward, m_vecStart );
}
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBeamSpline, DT_TEBeamSpline)
SendPropInt( SENDINFO( m_nPoints ), 5, SPROP_UNSIGNED ),
SendPropArray(
SendPropVector( SENDINFO_ARRAY(m_vecPoints), -1, SPROP_COORD),
m_vecPoints)
END_SEND_TABLE()
// Singleton to fire TEBeamSpline objects
static CTEBeamSpline g_TEBeamSpline( "BeamSpline" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// points -
// *points -
//-----------------------------------------------------------------------------
void TE_BeamSpline( IRecipientFilter& filter, float delay,
int points, Vector* rgPoints )
{
int i;
g_TEBeamSpline.m_nPoints = points;
for ( i = 0; i < points; i++ )
{
g_TEBeamSpline.m_vecPoints.Set( i, rgPoints[ i ] );
}
for ( ; i < MAX_SPLINE_POINTS; i++ )
{
g_TEBeamSpline.m_vecPoints.GetForModify( i ).Init();
}
// Send it over the wire
g_TEBeamSpline.Create( filter, delay );
}