//========= 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 ); }