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110 lines
3.5 KiB
110 lines
3.5 KiB
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetempentity.h"
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#include "te_effect_dispatch.h"
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#include "networkstringtable_gamedll.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect().
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//-----------------------------------------------------------------------------
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class CTEEffectDispatch : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity );
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CTEEffectDispatch( const char *name );
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virtual ~CTEEffectDispatch( void );
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DECLARE_SERVERCLASS();
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public:
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CEffectData m_EffectData;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEEffectDispatch::CTEEffectDispatch( const char *name ) :
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CBaseTempEntity( name )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEEffectDispatch::~CTEEffectDispatch( void )
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{
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}
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IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch )
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SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) )
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END_SEND_TABLE()
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// Singleton to fire TEEffectDispatch objects
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static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchEffect( const char *pName, const CEffectData &data )
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{
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//Broadcast effects to all players. The potential for cheating
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//seems minimal on the effects that are sent through this,
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//and the overhead is minimal enough to make it worth sending to
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//all players.
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CReliableBroadcastRecipientFilter filter;
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filter.AddAllPlayers();
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if ( data.m_fFlags & EFFECTDATA_SERVER_IGNOREPREDICTIONCULL )
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{
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// remove prediction cull so it works on listen servers for the host
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filter.SetIgnorePredictionCull( true );
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}
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if ( !te->SuppressTE( filter ) )
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{
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// Copy the supplied effect data.
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g_TEEffectDispatch.m_EffectData = data;
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// Get the entry index in the string table.
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g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
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// Send it to anyone who can see the effect's origin.
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g_TEEffectDispatch.Create( filter, 0 );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data )
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{
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if ( !te->SuppressTE( filter ) )
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{
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// Copy the supplied effect data.
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g_TEEffectDispatch.m_EffectData = data;
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// Get the entry index in the string table.
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g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
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// Send it to anyone who can see the effect's origin.
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g_TEEffectDispatch.Create( filter, flDelay );
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}
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}
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