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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "fx_cs_shared.h"
#define NUM_BULLET_SEED_BITS 8
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEFireBullets : public CBaseTempEntity { public: DECLARE_CLASS( CTEFireBullets, CBaseTempEntity ); DECLARE_SERVERCLASS();
CTEFireBullets( const char *name ); virtual ~CTEFireBullets( void );
public: CNetworkVar( int, m_iPlayer ); CNetworkVar( uint16, m_nItemDefIndex ); CNetworkVector( m_vecOrigin ); CNetworkQAngle( m_vecAngles ); CNetworkVar( int, m_iWeaponID ); CNetworkVar( int, m_iMode ); CNetworkVar( int, m_iSeed ); CNetworkVar( float, m_fInaccuracy ); CNetworkVar( float, m_flRecoilIndex ); CNetworkVar( float, m_fSpread ); #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
CNetworkVar( float, m_fAccuracyFishtail ); #endif
CNetworkVar( int, m_iSoundType ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEFireBullets::CTEFireBullets( const char *name ) : CBaseTempEntity( name ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEFireBullets::~CTEFireBullets( void ) { }
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ), SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ), SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ), SendPropInt( SENDINFO( m_iWeaponID ), 6, SPROP_UNSIGNED ), // max 63 weapons
SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropFloat( SENDINFO( m_fInaccuracy ), 10, 0, 0, 1 ), SendPropFloat( SENDINFO( m_flRecoilIndex ), 10, 0, 0, 1000 ), SendPropFloat( SENDINFO( m_fSpread ), 8, 0, 0, 0.1f ), SendPropInt( SENDINFO( m_nItemDefIndex ), 16, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iSoundType ), 6, SPROP_UNSIGNED ), #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
SendPropFloat( SENDINFO( m_fAccuracyFishtail ), 10, 0, -10.0f, 10.0f ), #endif
END_SEND_TABLE()
// Singleton
static CTEFireBullets g_TEFireBullets( "Shotgun Shot" );
void TE_FireBullets( int iPlayerIndex, uint16 nItemDefIndex, const Vector &vOrigin, const QAngle &vAngles, int iWeaponID, int iMode, int iSeed, float fInaccuracy, float fSpread, float fAccuracyFishtail, int iSoundType, float flRecoilIndex ) { // Just always send gunshots to clients.
CBroadcastRecipientFilter filter; filter.UsePredictionRules();
g_TEFireBullets.m_iPlayer = iPlayerIndex-1; g_TEFireBullets.m_nItemDefIndex = nItemDefIndex; g_TEFireBullets.m_vecOrigin = vOrigin; g_TEFireBullets.m_vecAngles = vAngles; g_TEFireBullets.m_iSeed = iSeed; g_TEFireBullets.m_fInaccuracy = fInaccuracy; g_TEFireBullets.m_flRecoilIndex = flRecoilIndex; g_TEFireBullets.m_fSpread = fSpread; #if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
g_TEFireBullets.m_fAccuracyFishtail = fAccuracyFishtail; #endif
g_TEFireBullets.m_iMode = iMode; g_TEFireBullets.m_iWeaponID = iWeaponID; g_TEFireBullets.m_iSoundType = iSoundType;
Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) ); g_TEFireBullets.Create( filter, 0 ); }
//-----------------------------------------------------------------------------
// Purpose: Displays a bomb plant animation
//-----------------------------------------------------------------------------
class CTEPlantBomb : public CBaseTempEntity { public: DECLARE_CLASS( CTEPlantBomb, CBaseTempEntity ); DECLARE_SERVERCLASS();
CTEPlantBomb( const char *name ); virtual ~CTEPlantBomb( void );
public: CNetworkVar( int, m_iPlayer ); CNetworkVector( m_vecOrigin ); CNetworkVar( PlantBombOption_t, m_option ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPlantBomb::CTEPlantBomb( const char *name ) : CBaseTempEntity( name ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPlantBomb::~CTEPlantBomb( void ) { }
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEPlantBomb, DT_TEPlantBomb) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ), SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropInt( SENDINFO( m_option ), 1, SPROP_UNSIGNED ), END_SEND_TABLE()
// Singleton
static CTEPlantBomb g_TEPlantBomb( "Bomb Plant" );
void TE_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option ) { CPASFilter filter( vOrigin ); filter.UsePredictionRules();
g_TEPlantBomb.m_iPlayer = iPlayerIndex-1; g_TEPlantBomb.m_option = option; g_TEPlantBomb.Create( filter, 0 ); }
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