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https://github.com/nillerusr/source-engine.git
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132 lines
3.9 KiB
C++
132 lines
3.9 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "te_particlesystem.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches explosion tempentity
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//-----------------------------------------------------------------------------
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class CTEExplosion : public CTEParticleSystem
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{
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public:
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DECLARE_CLASS( CTEExplosion, CTEParticleSystem );
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DECLARE_SERVERCLASS();
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CTEExplosion( const char *name );
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virtual ~CTEExplosion( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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public:
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CNetworkVar( int, m_nModelIndex );
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CNetworkVar( float, m_fScale );
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CNetworkVar( int, m_nFrameRate );
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CNetworkVar( int, m_nFlags );
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CNetworkVector( m_vecNormal );
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CNetworkVar( unsigned char, m_chMaterialType );
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CNetworkVar( int, m_nRadius );
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CNetworkVar( int, m_nMagnitude );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEExplosion::CTEExplosion( const char *name ) :
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BaseClass( name )
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{
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m_nModelIndex = 0;
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m_fScale = 0;
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m_nFrameRate = 0;
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m_nFlags = 0;
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m_vecNormal.Init();
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m_chMaterialType = 'C';
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m_nRadius = 0;
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m_nMagnitude = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEExplosion::~CTEExplosion( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *current_origin -
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// *current_angles -
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//-----------------------------------------------------------------------------
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void CTEExplosion::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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// Fill in data
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m_nModelIndex = g_sModelIndexFireball;
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m_fScale = 0.5;
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m_nFrameRate = 15;
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m_nFlags = TE_EXPLFLAG_NONE;
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m_vecOrigin = current_origin;
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Vector forward;
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m_vecOrigin.GetForModify()[2] += 24;
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AngleVectors( current_angles, &forward );
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forward[2] = 0.0;
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VectorNormalize( forward );
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m_vecOrigin += forward * 50;
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CBroadcastRecipientFilter filter;
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Create( filter, 0.0 );
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}
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IMPLEMENT_SERVERCLASS_ST(CTEExplosion, DT_TEExplosion)
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropFloat( SENDINFO(m_fScale ), 9, 0, 0.0, 51.2 ),
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SendPropInt( SENDINFO(m_nFrameRate), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nFlags), 8, SPROP_UNSIGNED ),
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SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD),
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SendPropInt( SENDINFO(m_chMaterialType), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TEExplosion objects
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static CTEExplosion g_TEExplosion( "Explosion" );
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void TE_Explosion( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal, unsigned char materialType )
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{
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g_TEExplosion.m_vecOrigin = *pos;
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g_TEExplosion.m_nModelIndex = modelindex;
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g_TEExplosion.m_fScale = scale;
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g_TEExplosion.m_nFrameRate = framerate;
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g_TEExplosion.m_nFlags = flags;
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g_TEExplosion.m_nRadius = radius;
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g_TEExplosion.m_nMagnitude = magnitude;
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if ( normal )
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g_TEExplosion.m_vecNormal = *normal;
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else
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g_TEExplosion.m_vecNormal = Vector(0,0,1);
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g_TEExplosion.m_chMaterialType = materialType;
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// Send it over the wire
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g_TEExplosion.Create( filter, delay );
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} |