Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "ar2_explosion.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define AR2EXPLOSION_ENTITYNAME "ar2explosion"
IMPLEMENT_SERVERCLASS_ST(AR2Explosion, DT_AR2Explosion) SendPropString( SENDINFO( m_szMaterialName ) ), END_SEND_TABLE()
LINK_ENTITY_TO_CLASS(ar2explosion, AR2Explosion);
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( AR2Explosion )
DEFINE_AUTO_ARRAY( m_szMaterialName, FIELD_CHARACTER ),
END_DATADESC()
AR2Explosion* AR2Explosion::CreateAR2Explosion(const Vector &pos) { CBaseEntity *pEnt = CreateEntityByName(AR2EXPLOSION_ENTITYNAME); if(pEnt) { AR2Explosion *pEffect = dynamic_cast<AR2Explosion*>(pEnt); if(pEffect && pEffect->edict()) { pEffect->SetLocalOrigin( pos ); pEffect->Activate(); return pEffect; } else { UTIL_Remove(pEnt); } }
return NULL; }
//-----------------------------------------------------------------------------
// A lightweight entity for level-designer placed AR2 explosions.
//-----------------------------------------------------------------------------
class CEnvAR2Explosion : public CPointEntity { public: DECLARE_CLASS( CEnvAR2Explosion, CPointEntity );
void Spawn( void );
// Input handlers
void InputExplode( inputdata_t &inputdata );
DECLARE_DATADESC();
private:
string_t m_iszMaterialName; };
BEGIN_DATADESC( CEnvAR2Explosion ) DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode), DEFINE_KEYFIELD(m_iszMaterialName, FIELD_STRING, "material"), END_DATADESC()
LINK_ENTITY_TO_CLASS( env_ar2explosion, CEnvAR2Explosion );
//-----------------------------------------------------------------------------
// Purpose: So you can see where this function begins and the last one ends.
//-----------------------------------------------------------------------------
void CEnvAR2Explosion::Spawn( void ) { Precache();
SetSolid( SOLID_NONE ); AddEffects( EF_NODRAW );
SetMoveType( MOVETYPE_NONE ); }
//-----------------------------------------------------------------------------
// Purpose: Creates the explosion effect.
//-----------------------------------------------------------------------------
void CEnvAR2Explosion::InputExplode( inputdata_t &inputdata ) { AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion(GetAbsOrigin()); if (pExplosion) { pExplosion->SetLifetime( 10 ); if (m_iszMaterialName != NULL_STRING) { pExplosion->SetMaterialName(STRING(m_iszMaterialName)); } } }
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