source-engine/game/server/te_energysplash.cpp
FluorescentCIAAfricanAmerican 3bf9df6b27 1
2020-04-22 12:56:21 -04:00

113 lines
3.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "te_particlesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches energy splashes
//-----------------------------------------------------------------------------
class CTEEnergySplash : public CBaseTempEntity
{
DECLARE_CLASS( CTEEnergySplash, CBaseTempEntity );
public:
CTEEnergySplash( const char *name );
virtual ~CTEEnergySplash( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecPos );
CNetworkVector( m_vecDir );
CNetworkVar( bool, m_bExplosive );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEEnergySplash::CTEEnergySplash( const char *name ) :
CBaseTempEntity( name )
{
m_vecPos.Init();
m_vecDir.Init();
m_bExplosive = false;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEEnergySplash::~CTEEnergySplash( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEEnergySplash::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_vecPos = current_origin;
AngleVectors( current_angles, &m_vecDir.GetForModify() );
Vector forward;
m_vecPos.GetForModify()[2] += 24;
forward = m_vecDir;
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecPos, 100.0, forward, m_vecPos.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEEnergySplash, DT_TEEnergySplash)
SendPropVector( SENDINFO(m_vecPos), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecDir), -1, SPROP_COORD),
SendPropInt( SENDINFO(m_bExplosive), 1, SPROP_UNSIGNED),
END_SEND_TABLE()
// Singleton to fire TEEnergySplash objects
static CTEEnergySplash g_TEEnergySplash( "Energy Splash" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// scale -
//-----------------------------------------------------------------------------
void TE_EnergySplash( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir, bool bExplosive )
{
g_TEEnergySplash.m_vecPos = *pos;
g_TEEnergySplash.m_vecDir = *dir;
g_TEEnergySplash.m_bExplosive = bExplosive;
// Send it over the wire
g_TEEnergySplash.Create( filter, delay );
}