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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_basebeam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Dispatches a beam ring between two entities
//-----------------------------------------------------------------------------
class CTEBeamEntPoint : public CTEBaseBeam { public: DECLARE_CLASS( CTEBeamEntPoint, CTEBaseBeam ); DECLARE_SERVERCLASS();
CTEBeamEntPoint( const char *name ); virtual ~CTEBeamEntPoint( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public: CNetworkVar( int, m_nStartEntity ); CNetworkVector( m_vecStartPoint ); CNetworkVar( int, m_nEndEntity ); CNetworkVector( m_vecEndPoint ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamEntPoint::CTEBeamEntPoint( const char *name ) : CTEBaseBeam( name ) { m_nStartEntity = 0; m_nEndEntity = 0; m_vecStartPoint.Init(); m_vecEndPoint.Init(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamEntPoint::~CTEBeamEntPoint( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamEntPoint::Test( const Vector& current_origin, const QAngle& current_angles ) { m_nStartEntity = 1;
m_nModelIndex = g_sModelIndexSmoke; m_nStartFrame = 0; m_nFrameRate = 10; m_fLife = 2.0; m_fWidth = 1.0; m_fAmplitude = 1.0; r = 0; g = 63; b = 127; a = 150; m_nSpeed = 1;
m_vecEndPoint = current_origin; Vector forward, right;
m_vecEndPoint += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward, &right, 0 ); forward[2] = 0.0; VectorNormalize( forward );
VectorMA( m_vecEndPoint, 50.0, forward, m_vecEndPoint.GetForModify() );
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
IMPLEMENT_SERVERCLASS_ST(CTEBeamEntPoint, DT_TEBeamEntPoint) SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ), SendPropVector( SENDINFO(m_vecStartPoint), -1, SPROP_COORD ), SendPropVector( SENDINFO(m_vecEndPoint), -1, SPROP_COORD ), END_SEND_TABLE()
// Singleton to fire TEBeamEntPoint objects
static CTEBeamEntPoint g_TEBeamEntPoint( "BeamEntPoint" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// int start -
// *end -
// modelindex -
// startframe -
// framerate -
// msg_dest -
// delay -
// origin -
// recipient -
//-----------------------------------------------------------------------------
void TE_BeamEntPoint( IRecipientFilter& filter, float delay, int nStartEntity, const Vector *start, int nEndEntity, const Vector* end, int modelindex, int haloindex, int startframe, int framerate, float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed ) { g_TEBeamEntPoint.m_nStartEntity = (nStartEntity > 0) ? (nStartEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0; g_TEBeamEntPoint.m_nEndEntity = (nEndEntity > 0) ? (nEndEntity & 0x0FFF) | ((1 & 0xF)<<12) : 0; g_TEBeamEntPoint.m_vecStartPoint = start ? *start : vec3_origin; g_TEBeamEntPoint.m_vecEndPoint = end ? *end : vec3_origin; g_TEBeamEntPoint.m_nModelIndex = modelindex; g_TEBeamEntPoint.m_nHaloIndex = haloindex; g_TEBeamEntPoint.m_nStartFrame = startframe; g_TEBeamEntPoint.m_nFrameRate = framerate; g_TEBeamEntPoint.m_fLife = life; g_TEBeamEntPoint.m_fWidth = width; g_TEBeamEntPoint.m_fEndWidth = endWidth; g_TEBeamEntPoint.m_nFadeLength = fadeLength; g_TEBeamEntPoint.m_fAmplitude = amplitude; g_TEBeamEntPoint.m_nSpeed = speed; g_TEBeamEntPoint.r = r; g_TEBeamEntPoint.g = g; g_TEBeamEntPoint.b = b; g_TEBeamEntPoint.a = a;
// Send it over the wire
g_TEBeamEntPoint.Create( filter, delay ); }
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