Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "te_particlesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
// Gauss explosion
//=============================================================================
class CTEGaussExplosion : public CTEParticleSystem { public: DECLARE_CLASS( CTEGaussExplosion, CTEParticleSystem ); DECLARE_SERVERCLASS();
CTEGaussExplosion( const char *name ); virtual ~CTEGaussExplosion( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles ) { };
CNetworkVar( int, m_nType ); CNetworkVector( m_vecDirection ); };
CTEGaussExplosion::CTEGaussExplosion( const char *name ) : BaseClass( name ) { m_nType = 0; m_vecDirection.Init(); }
CTEGaussExplosion::~CTEGaussExplosion( void ) { }
IMPLEMENT_SERVERCLASS_ST( CTEGaussExplosion, DT_TEGaussExplosion ) SendPropInt( SENDINFO(m_nType), 2, SPROP_UNSIGNED ), SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD ), END_SEND_TABLE()
static CTEGaussExplosion g_TEGaussExplosion( "GaussExplosion" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : &pos -
// &angles -
//-----------------------------------------------------------------------------
void TE_GaussExplosion( IRecipientFilter& filter, float delay, const Vector &pos, const Vector &dir, int type ) { g_TEGaussExplosion.m_vecOrigin = pos; g_TEGaussExplosion.m_vecDirection = dir; g_TEGaussExplosion.m_nType = type;
//Send it
g_TEGaussExplosion.Create( filter, delay ); }
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