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 "fx_cs_shared.h"
#define NUM_BULLET_SEED_BITS 8
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEFireBullets : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEFireBullets, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEFireBullets( const char *name );
virtual ~CTEFireBullets( void );
public:
CNetworkVar( int, m_iPlayer );
CNetworkVar( uint16, m_nItemDefIndex );
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_vecAngles );
CNetworkVar( int, m_iWeaponID );
CNetworkVar( int, m_iMode );
CNetworkVar( int, m_iSeed );
CNetworkVar( float, m_fInaccuracy );
CNetworkVar( float, m_flRecoilIndex );
CNetworkVar( float, m_fSpread );
#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
CNetworkVar( float, m_fAccuracyFishtail );
#endif
CNetworkVar( int, m_iSoundType );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEFireBullets::CTEFireBullets( const char *name ) :
CBaseTempEntity( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEFireBullets::~CTEFireBullets( void )
{
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ),
SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ),
SendPropInt( SENDINFO( m_iWeaponID ), 6, SPROP_UNSIGNED ), // max 63 weapons
SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropFloat( SENDINFO( m_fInaccuracy ), 10, 0, 0, 1 ),
SendPropFloat( SENDINFO( m_flRecoilIndex ), 10, 0, 0, 1000 ),
SendPropFloat( SENDINFO( m_fSpread ), 8, 0, 0, 0.1f ),
SendPropInt( SENDINFO( m_nItemDefIndex ), 16, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iSoundType ), 6, SPROP_UNSIGNED ),
#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
SendPropFloat( SENDINFO( m_fAccuracyFishtail ), 10, 0, -10.0f, 10.0f ),
#endif
END_SEND_TABLE()
// Singleton
static CTEFireBullets g_TEFireBullets( "Shotgun Shot" );
void TE_FireBullets(
int iPlayerIndex,
uint16 nItemDefIndex,
const Vector &vOrigin,
const QAngle &vAngles,
int iWeaponID,
int iMode,
int iSeed,
float fInaccuracy,
float fSpread,
float fAccuracyFishtail,
int iSoundType,
float flRecoilIndex
)
{
// Just always send gunshots to clients.
CBroadcastRecipientFilter filter;
filter.UsePredictionRules();
g_TEFireBullets.m_iPlayer = iPlayerIndex-1;
g_TEFireBullets.m_nItemDefIndex = nItemDefIndex;
g_TEFireBullets.m_vecOrigin = vOrigin;
g_TEFireBullets.m_vecAngles = vAngles;
g_TEFireBullets.m_iSeed = iSeed;
g_TEFireBullets.m_fInaccuracy = fInaccuracy;
g_TEFireBullets.m_flRecoilIndex = flRecoilIndex;
g_TEFireBullets.m_fSpread = fSpread;
#if defined( WEAPON_FIRE_BULLETS_ACCURACY_FISHTAIL_FEATURE )
g_TEFireBullets.m_fAccuracyFishtail = fAccuracyFishtail;
#endif
g_TEFireBullets.m_iMode = iMode;
g_TEFireBullets.m_iWeaponID = iWeaponID;
g_TEFireBullets.m_iSoundType = iSoundType;
Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
g_TEFireBullets.Create( filter, 0 );
}
//-----------------------------------------------------------------------------
// Purpose: Displays a bomb plant animation
//-----------------------------------------------------------------------------
class CTEPlantBomb : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPlantBomb, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEPlantBomb( const char *name );
virtual ~CTEPlantBomb( void );
public:
CNetworkVar( int, m_iPlayer );
CNetworkVector( m_vecOrigin );
CNetworkVar( PlantBombOption_t, m_option );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPlantBomb::CTEPlantBomb( const char *name ) :
CBaseTempEntity( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPlantBomb::~CTEPlantBomb( void )
{
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEPlantBomb, DT_TEPlantBomb)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropInt( SENDINFO( m_option ), 1, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton
static CTEPlantBomb g_TEPlantBomb( "Bomb Plant" );
void TE_PlantBomb( int iPlayerIndex, const Vector &vOrigin, PlantBombOption_t option )
{
CPASFilter filter( vOrigin );
filter.UsePredictionRules();
g_TEPlantBomb.m_iPlayer = iPlayerIndex-1;
g_TEPlantBomb.m_option = option;
g_TEPlantBomb.Create( filter, 0 );
}