mirror of
https://github.com/nillerusr/source-engine.git
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136 lines
4.0 KiB
C++
136 lines
4.0 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 "basetempentity.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_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches Sprite Spray tempentity
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//-----------------------------------------------------------------------------
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class CTESpriteSpray : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTESpriteSpray, CBaseTempEntity );
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CTESpriteSpray( const char *name );
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virtual ~CTESpriteSpray( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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DECLARE_SERVERCLASS();
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public:
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CNetworkVector( m_vecOrigin );
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CNetworkVector( m_vecDirection );
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CNetworkVar( int, m_nModelIndex );
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CNetworkVar( int, m_nSpeed );
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CNetworkVar( float, m_fNoise );
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CNetworkVar( int, m_nCount );
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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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CTESpriteSpray::CTESpriteSpray( const char *name ) :
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CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_vecDirection.Init();
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m_nModelIndex = 0;
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m_fNoise = 0;
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m_nSpeed = 0;
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m_nCount = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTESpriteSpray::~CTESpriteSpray( 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 CTESpriteSpray::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_sModelIndexSmoke;
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m_fNoise = 0.8;
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m_nCount = 5;
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m_nSpeed = 30;
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m_vecOrigin = current_origin;
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Vector forward, right;
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m_vecOrigin.GetForModify()[2] += 24;
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AngleVectors( current_angles, &forward, &right, NULL );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
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VectorMA( m_vecOrigin, -25.0, right, m_vecOrigin.GetForModify() );
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m_vecDirection.Init( random->RandomInt( -100, 100 ), random->RandomInt( -100, 100 ), random->RandomInt( 0, 100 ) );
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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(CTESpriteSpray, DT_TESpriteSpray)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
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SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD),
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SendPropModelIndex(SENDINFO(m_nModelIndex)),
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SendPropFloat( SENDINFO(m_fNoise ), 8, SPROP_ROUNDDOWN, 0.0, 2.56 ),
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SendPropInt( SENDINFO(m_nSpeed ), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(m_nCount), 8, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TESpriteSpray objects
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static CTESpriteSpray g_TESpriteSpray( "Sprite Spray" );
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : msg_dest -
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// delay -
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// *origin -
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// *recipient -
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// *pos -
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// *dir -
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// modelindex -
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// speed -
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// noise -
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// count -
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//-----------------------------------------------------------------------------
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void TE_SpriteSpray( IRecipientFilter& filter, float delay,
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const Vector *pos, const Vector *dir, int modelindex, int speed, float noise, int count )
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{
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g_TESpriteSpray.m_vecOrigin = *pos;
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g_TESpriteSpray.m_vecDirection = *dir;
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g_TESpriteSpray.m_nModelIndex = modelindex;
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g_TESpriteSpray.m_nSpeed = speed;
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g_TESpriteSpray.m_fNoise = noise;
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g_TESpriteSpray.m_nCount = count;
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// Send it over the wire
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g_TESpriteSpray.Create( filter, delay );
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} |