Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_effect_dispatch.h"
#include "networkstringtable_gamedll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect().
//-----------------------------------------------------------------------------
class CTEEffectDispatch : public CBaseTempEntity { public: DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity );
CTEEffectDispatch( const char *name ); virtual ~CTEEffectDispatch( void );
DECLARE_SERVERCLASS();
public: CEffectData m_EffectData; };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEEffectDispatch::CTEEffectDispatch( const char *name ) : CBaseTempEntity( name ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEEffectDispatch::~CTEEffectDispatch( void ) { }
IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch ) SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) ) END_SEND_TABLE()
// Singleton to fire TEEffectDispatch objects
static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchEffect( const char *pName, const CEffectData &data ) { //Broadcast effects to all players. The potential for cheating
//seems minimal on the effects that are sent through this,
//and the overhead is minimal enough to make it worth sending to
//all players.
CReliableBroadcastRecipientFilter filter; filter.AddAllPlayers();
if ( data.m_fFlags & EFFECTDATA_SERVER_IGNOREPREDICTIONCULL ) { // remove prediction cull so it works on listen servers for the host
filter.SetIgnorePredictionCull( true ); }
if ( !te->SuppressTE( filter ) ) { // Copy the supplied effect data.
g_TEEffectDispatch.m_EffectData = data;
// Get the entry index in the string table.
g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
// Send it to anyone who can see the effect's origin.
g_TEEffectDispatch.Create( filter, 0 ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data ) { if ( !te->SuppressTE( filter ) ) { // Copy the supplied effect data.
g_TEEffectDispatch.m_EffectData = data;
// Get the entry index in the string table.
g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
// Send it to anyone who can see the effect's origin.
g_TEEffectDispatch.Create( filter, flDelay ); } }
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