mirror of
https://github.com/nillerusr/source-engine.git
synced 2024-12-29 09:33:00 +00:00
104 lines
3.4 KiB
C++
104 lines
3.4 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose: A simple test entity for creating special effects
|
|
//
|
|
//=============================================================================//
|
|
|
|
#include "cbase.h"
|
|
#include "te_effect_dispatch.h"
|
|
|
|
// Declare the sparkler entity for the server-side
|
|
class CSparkler : public CBaseEntity
|
|
{
|
|
public:
|
|
DECLARE_SERVERCLASS();
|
|
DECLARE_CLASS( CSparkler, CBaseEntity );
|
|
|
|
void Spawn( void );
|
|
|
|
void InputToggle( inputdata_t &input ); // Input function for toggling our effect's state
|
|
void InputScale( inputdata_t &input );
|
|
|
|
private:
|
|
CNetworkVar( bool, m_bEmit ); // Marks whether the effect should be active or not
|
|
CNetworkVar( float, m_flScale ); // The size and speed of the effect
|
|
|
|
DECLARE_DATADESC();
|
|
};
|
|
|
|
// Link our class to the "env_sparkler" entity classname
|
|
LINK_ENTITY_TO_CLASS( env_sparkler, CSparkler );
|
|
|
|
// Declare our data description for this entity
|
|
BEGIN_DATADESC( CSparkler )
|
|
DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ),
|
|
|
|
DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
|
|
|
|
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), // Declare our toggle input function
|
|
DEFINE_INPUTFUNC( FIELD_FLOAT, "Scale", InputScale ),
|
|
END_DATADESC()
|
|
|
|
// Declare the data-table for server/client communication
|
|
IMPLEMENT_SERVERCLASS_ST( CSparkler, DT_Sparkler )
|
|
SendPropInt( SENDINFO( m_bEmit ), 1, SPROP_UNSIGNED ), // Declare our boolean state variable
|
|
SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
|
|
END_SEND_TABLE()
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Spawn function for this entity
|
|
//-----------------------------------------------------------------------------
|
|
void CSparkler::Spawn( void )
|
|
{
|
|
SetMoveType( MOVETYPE_NONE ); // Will not move on its own
|
|
SetSolid( SOLID_NONE ); // Will not collide with anything
|
|
|
|
// Set a size for culling
|
|
UTIL_SetSize( this, -Vector(2,2,2), Vector(2,2,2) );
|
|
|
|
// We must add this flag to receive network transmitions
|
|
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Toggles the emission state of the effect
|
|
//-----------------------------------------------------------------------------
|
|
void CSparkler::InputToggle( inputdata_t &input )
|
|
{
|
|
// Toggle our state
|
|
m_bEmit = !m_bEmit;
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Change our scale via a float value
|
|
//-----------------------------------------------------------------------------
|
|
void CSparkler::InputScale( inputdata_t &input )
|
|
{
|
|
// Change our scale
|
|
m_flScale = input.value.Float();
|
|
}
|
|
|
|
// ============================================================================
|
|
//
|
|
// Dispatch Effect version
|
|
//
|
|
// ============================================================================
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: Create a sparkle effect at the given location of the given size
|
|
// Input : &position - Where to emit from
|
|
// flSize - Size of the effect
|
|
//-----------------------------------------------------------------------------
|
|
void MakeSparkle( const Vector &origin, float flScale )
|
|
{
|
|
CEffectData data;
|
|
|
|
// Send our origin
|
|
data.m_vOrigin = origin;
|
|
|
|
// Send our scale
|
|
data.m_flScale = flScale;
|
|
|
|
// Send the effect off to the client
|
|
DispatchEffect( "Sparkle", data );
|
|
} |