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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "cstrike15/cs_gamerules.h"
#include "playerdecals_signature.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches decal tempentity
//-----------------------------------------------------------------------------
class CTEPlayerDecal : public CBaseTempEntity { public: DECLARE_CLASS( CTEPlayerDecal, CBaseTempEntity );
CTEPlayerDecal( const char *name ); virtual ~CTEPlayerDecal( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles ); DECLARE_SERVERCLASS();
public: CNetworkVar( int, m_nPlayer ); CNetworkVector( m_vecOrigin ); CNetworkVector( m_vecStart ); CNetworkVector( m_vecRight ); CNetworkVar( int, m_nEntity ); CNetworkVar( int, m_nHitbox ); };
class CFEPlayerDecal : public CBaseEntity { public: DECLARE_CLASS( CFEPlayerDecal, CBaseEntity );
CFEPlayerDecal() { static int s_nUniqueID = 0; m_nUniqueID = ++ s_nUniqueID; if ( s_nUniqueID >= ( (1<<16) - 1 ) ) s_nUniqueID = 1;
m_unAccountID = 0; m_unTraceID = 0; m_rtGcTime = 0;
SetEffects( EF_NOINTERP ); SetPredictionEligible( false ); m_vecEndPos.Init(); m_vecStart.Init(); m_vecRight.Init(); m_vecNormal.Init(); m_nPlayer = 0; m_nEntity = 0; m_nHitbox = 0; m_nTintID = 0;
m_flCreationTime = gpGlobals->curtime;
m_nVersion = 0; for ( int k = 0; k < PLAYERDECALS_SIGNATURE_BYTELEN; ++ k ) m_ubSignature.Set( k, 0 );
SetThink( &CBaseEntity::SUB_Remove ); SetNextThink( gpGlobals->curtime + PLAYERDECALS_DURATION_SOLID + PLAYERDECALS_DURATION_FADE2 );
// Add us to the list
s_arrFEPlayerDecals.AddToTail( this );
// If we have too many then force expire older ones
while ( s_arrFEPlayerDecals.Count() > PLAYERDECALS_LIMIT_COUNT ) { CFEPlayerDecal *pOther = s_arrFEPlayerDecals.Head(); s_arrFEPlayerDecals.RemoveMultipleFromHead( 1 ); pOther->SetNextThink( gpGlobals->curtime ); // must be SUB_Remove
} } virtual ~CFEPlayerDecal( void ) { // Remove us from the list
// Normally we would be first in the list anyways,
// and even if we are not it's a small number of entries to scan
( void ) s_arrFEPlayerDecals.FindAndRemove( this ); }
// Make sure clients get all the spray entities in the same order
virtual int UpdateTransmitState() { return SetTransmitState( FL_EDICT_ALWAYS ); }
DECLARE_SERVERCLASS();
public: CNetworkVar( int, m_nUniqueID ); CNetworkVar( uint32, m_unAccountID ); CNetworkVar( uint32, m_unTraceID ); CNetworkVar( uint32, m_rtGcTime ); CNetworkVector( m_vecEndPos ); CNetworkVector( m_vecStart ); CNetworkVector( m_vecRight ); CNetworkVector( m_vecNormal ); CNetworkVar( int, m_nPlayer ); CNetworkVar( int, m_nEntity ); CNetworkVar( int, m_nHitbox ); CNetworkVar( float, m_flCreationTime ); CNetworkVar( int, m_nTintID ); CNetworkVar( uint8, m_nVersion ); CNetworkArray( uint8, m_ubSignature, PLAYERDECALS_SIGNATURE_BYTELEN );
private: static CUtlVector< CFEPlayerDecal * > s_arrFEPlayerDecals; }; CUtlVector< CFEPlayerDecal * > CFEPlayerDecal::s_arrFEPlayerDecals;
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPlayerDecal::CTEPlayerDecal( const char *name ) : CBaseTempEntity( name ) { m_nPlayer = 0; m_vecOrigin.Init(); m_vecStart.Init(); m_vecRight.Init(); m_nEntity = 0; m_nHitbox = 0; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPlayerDecal::~CTEPlayerDecal( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEPlayerDecal::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data
m_nPlayer = 1; m_nEntity = 0; m_vecOrigin = current_origin;
Vector vecEnd; 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() ); VectorMA( m_vecOrigin, 1024.0, forward, vecEnd );
trace_t tr;
UTIL_TraceLine( m_vecOrigin, vecEnd, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
m_vecOrigin = tr.endpos;
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
IMPLEMENT_SERVERCLASS_ST(CTEPlayerDecal, DT_TEPlayerDecal) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), SendPropVector( SENDINFO(m_vecStart), -1, SPROP_COORD), SendPropVector( SENDINFO(m_vecRight), -1, SPROP_COORD), SendPropInt( SENDINFO(m_nEntity), MAX_EDICT_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nPlayer), -1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nHitbox), 16, SPROP_UNSIGNED ), // this is the max number of static props that can be decalled
END_SEND_TABLE()
IMPLEMENT_SERVERCLASS_ST(CFEPlayerDecal, DT_FEPlayerDecal) SendPropInt( SENDINFO(m_nUniqueID), -1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_unAccountID), -1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_unTraceID), -1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_rtGcTime), -1, SPROP_UNSIGNED ), SendPropVector( SENDINFO(m_vecEndPos), -1, SPROP_NOSCALE), SendPropVector( SENDINFO(m_vecStart), -1, SPROP_NOSCALE), SendPropVector( SENDINFO(m_vecRight), -1, SPROP_NOSCALE), SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_NOSCALE), SendPropInt( SENDINFO(m_nEntity), MAX_EDICT_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nPlayer), -1, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nHitbox), 16, SPROP_UNSIGNED ), // this is the max number of static props that can be decalled
SendPropInt( SENDINFO( m_nTintID ), -1, SPROP_UNSIGNED ), SendPropFloat( SENDINFO( m_flCreationTime ), 0, SPROP_NOSCALE ), SendPropInt( SENDINFO( m_nVersion ), 3, SPROP_UNSIGNED ), // support versions 0..7 initially
SendPropArray3( SENDINFO_ARRAY3( m_ubSignature ), SendPropInt( SENDINFO_ARRAY( m_ubSignature ), 8, SPROP_UNSIGNED ) ), END_SEND_TABLE() LINK_ENTITY_TO_CLASS( cfe_player_decal, CFEPlayerDecal );
void FE_PlayerDecal( CCSGameRules::ServerPlayerDecalData_t const &data, std::string const &signature ) { CFEPlayerDecal *pEnt = ( CFEPlayerDecal * ) CBaseEntity::Create( "cfe_player_decal", data.m_vecOrigin, vec3_angle ); pEnt->m_unAccountID = data.m_unAccountID; pEnt->m_unTraceID = data.m_nTraceID; pEnt->m_rtGcTime = data.m_rtGcTime; pEnt->m_nPlayer = data.m_nPlayer; pEnt->m_vecEndPos = data.m_vecOrigin; pEnt->m_vecStart = data.m_vecStart; pEnt->m_vecRight = data.m_vecRight; pEnt->m_vecNormal = data.m_vecNormal; pEnt->m_nEntity = data.m_nEntity; pEnt->m_nHitbox = data.m_nHitbox; pEnt->m_nTintID = data.m_nTintID; pEnt->m_flCreationTime = data.m_flCreationTime; pEnt->m_nVersion = PLAYERDECALS_SIGNATURE_VERSION; if ( signature.size() == PLAYERDECALS_SIGNATURE_BYTELEN ) { for ( int k = 0; k < PLAYERDECALS_SIGNATURE_BYTELEN; ++ k ) pEnt->m_ubSignature.Set( k, signature[k] ); } }
// Singleton to fire TEPlayerDecal objects
static CTEPlayerDecal g_TEPlayerDecal( "Player Decal" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// player -
// entity -
// index -
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay, const Vector* pos, const Vector* start, const Vector* right, int player, int entity, int hitbox ) { g_TEPlayerDecal.m_vecOrigin = *pos; g_TEPlayerDecal.m_vecStart = *start; g_TEPlayerDecal.m_vecRight = *right; g_TEPlayerDecal.m_nPlayer = player; g_TEPlayerDecal.m_nEntity = entity; g_TEPlayerDecal.m_nHitbox = hitbox;
// Send it over the wire
g_TEPlayerDecal.Create( filter, delay ); }
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