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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood
extern int g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEBloodSprite : public CBaseTempEntity { public: DECLARE_CLASS( CTEBloodSprite, CBaseTempEntity );
CTEBloodSprite( const char *name ); virtual ~CTEBloodSprite( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public: CNetworkVector( m_vecOrigin ); CNetworkVector( m_vecDirection ); CNetworkVar( int, m_nSprayModel ); CNetworkVar( int, m_nDropModel ); CNetworkVar( int, r ); CNetworkVar( int, g ); CNetworkVar( int, b ); CNetworkVar( int, a ); CNetworkVar( int, m_nSize ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBloodSprite::CTEBloodSprite( const char *name ) : CBaseTempEntity( name ) { m_vecOrigin.Init(); m_nSprayModel = 0; m_nDropModel = 0; r = 0; g = 0; b = 0; a = 0; m_nSize = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBloodSprite::~CTEBloodSprite( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBloodSprite::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data
r = 255; g = 255; b = 63; a = 255; m_nSize = 16; m_vecOrigin = current_origin; m_nSprayModel = g_sModelIndexBloodSpray; m_nDropModel = g_sModelIndexBloodDrop; Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward ); forward[2] = 0.0; VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBloodSprite, DT_TEBloodSprite) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD), SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ), SendPropModelIndex( SENDINFO(m_nSprayModel) ), SendPropModelIndex( SENDINFO(m_nDropModel) ), SendPropInt( SENDINFO(m_nSize), 8, SPROP_UNSIGNED ), END_SEND_TABLE()
// Singleton
static CTEBloodSprite g_TEBloodSprite( "Blood Sprite" );
//-----------------------------------------------------------------------------
// Purpose: Public interface
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *org -
// r -
// g -
// b -
// a -
// size -
//-----------------------------------------------------------------------------
void TE_BloodSprite( IRecipientFilter& filter, float delay, const Vector *org, const Vector *dir, int r, int g, int b, int a, int size ) { // Set up parameters
g_TEBloodSprite.m_vecOrigin = *org; g_TEBloodSprite.m_vecDirection = *dir; g_TEBloodSprite.r = r; g_TEBloodSprite.g = g; g_TEBloodSprite.b = b; g_TEBloodSprite.a = a; g_TEBloodSprite.m_nSize = size;
// Implicit
g_TEBloodSprite.m_nSprayModel = g_sModelIndexBloodSpray; g_TEBloodSprite.m_nDropModel = g_sModelIndexBloodDrop;
// Create it
g_TEBloodSprite.Create( filter, delay ); }
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