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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_te_basebeam.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_TEBeamFollow : public C_TEBaseBeam { public: DECLARE_CLASS( C_TEBeamFollow, C_TEBaseBeam ); DECLARE_CLIENTCLASS();
C_TEBeamFollow( void ); virtual ~C_TEBeamFollow( void );
virtual void PostDataUpdate( DataUpdateType_t updateType ); public:
int m_iEntIndex; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamFollow::C_TEBeamFollow( void ) { m_iEntIndex = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamFollow::~C_TEBeamFollow( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamFollow::PostDataUpdate( DataUpdateType_t updateType ) { beams->CreateBeamFollow( m_iEntIndex, m_nModelIndex, m_nHaloIndex, 0, m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, r, g, b, a ); }
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamFollow, DT_TEBeamFollow, CTEBeamFollow );
BEGIN_RECV_TABLE(C_TEBeamFollow, DT_TEBeamFollow) RecvPropInt( RECVINFO(m_iEntIndex)), END_RECV_TABLE()
void TE_BeamFollow( IRecipientFilter& filter, float delay, int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth, float fadeLength,float r, float g, float b, float a ) { beams->CreateBeamFollow( iEntIndex, modelIndex, haloIndex, 0, life, width, endWidth, fadeLength, r, g, b, a ); }
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