Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "IEffects.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Energy Splash TE
//-----------------------------------------------------------------------------
class C_TEEnergySplash : public C_BaseTempEntity { public: DECLARE_CLIENTCLASS();
C_TEEnergySplash( void ); virtual ~C_TEEnergySplash( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void Precache( void );
public: Vector m_vecPos; Vector m_vecDir; bool m_bExplosive;
const struct model_t *m_pModel; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEEnergySplash::C_TEEnergySplash( void ) { m_vecPos.Init(); m_vecDir.Init(); m_bExplosive = false; m_pModel = NULL; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEEnergySplash::~C_TEEnergySplash( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEEnergySplash::Precache( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEEnergySplash::PostDataUpdate( DataUpdateType_t updateType ) { VPROF( "C_TEEnergySplash::PostDataUpdate" );
g_pEffects->EnergySplash( m_vecPos, m_vecDir, m_bExplosive ); }
void TE_EnergySplash( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* dir, bool bExplosive ) { g_pEffects->EnergySplash( *pos, *dir, bExplosive ); }
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEEnergySplash, DT_TEEnergySplash, CTEEnergySplash );
BEGIN_RECV_TABLE_NOBASE(C_TEEnergySplash, DT_TEEnergySplash) RecvPropVector(RECVINFO(m_vecPos)), RecvPropVector(RECVINFO(m_vecDir)), RecvPropInt(RECVINFO(m_bExplosive)), END_RECV_TABLE()
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