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//===== Copyright � 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "te_particlesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern int g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Dispatches explosion tempentity
//-----------------------------------------------------------------------------
class CTEExplosion : public CTEParticleSystem { public: DECLARE_CLASS( CTEExplosion, CTEParticleSystem ); DECLARE_SERVERCLASS();
CTEExplosion( const char *name ); virtual ~CTEExplosion( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public: CNetworkVar( int, m_nModelIndex ); CNetworkVar( float, m_fScale ); CNetworkVar( int, m_nFrameRate ); CNetworkVar( int, m_nFlags ); CNetworkVector( m_vecNormal ); CNetworkVar( unsigned char, m_chMaterialType ); CNetworkVar( int, m_nRadius ); CNetworkVar( int, m_nMagnitude ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEExplosion::CTEExplosion( const char *name ) : BaseClass( name ) { m_nModelIndex = 0; m_fScale = 0; m_nFrameRate = 0; m_nFlags = 0; m_vecNormal.Init(); m_chMaterialType = 'C'; m_nRadius = 0; m_nMagnitude = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEExplosion::~CTEExplosion( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEExplosion::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data
m_nModelIndex = g_sModelIndexFireball; m_fScale = 0.5; m_nFrameRate = 15; m_nFlags = TE_EXPLFLAG_NONE; m_vecOrigin = current_origin; Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward ); forward[2] = 0.0; VectorNormalize( forward );
m_vecOrigin += forward * 50;
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
IMPLEMENT_SERVERCLASS_ST(CTEExplosion, DT_TEExplosion) SendPropModelIndex( SENDINFO(m_nModelIndex) ), SendPropFloat( SENDINFO(m_fScale ), 9, 0, 0.0, 51.2 ), SendPropInt( SENDINFO(m_nFrameRate), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nFlags), 10, SPROP_UNSIGNED ), SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD), SendPropInt( SENDINFO(m_chMaterialType), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ), END_SEND_TABLE()
// Singleton to fire TEExplosion objects
static CTEExplosion g_TEExplosion( "Explosion" );
void TE_Explosion( IRecipientFilter& filter, float delay, const Vector& pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector& normal, unsigned char materialType ) { g_TEExplosion.m_vecOrigin = pos; g_TEExplosion.m_nModelIndex = modelindex; g_TEExplosion.m_fScale = scale; g_TEExplosion.m_nFrameRate = framerate; g_TEExplosion.m_nFlags = flags; g_TEExplosion.m_nRadius = radius; g_TEExplosion.m_nMagnitude = magnitude;
// Make a copy here so we can re-use it below
g_TEExplosion.m_vecNormal = normal; // pNormal ? ( *pNormal ) : Vector( 0, 0, 1 );
g_TEExplosion.m_chMaterialType = materialType;
// Send it over the wire
g_TEExplosion.Create( filter, delay ); }
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