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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 CTEBeamRingPoint : public CTEBaseBeam { public: DECLARE_CLASS( CTEBeamRingPoint, CTEBaseBeam ); DECLARE_SERVERCLASS();
CTEBeamRingPoint( const char *name ); virtual ~CTEBeamRingPoint( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public: CNetworkVector( m_vecCenter ); CNetworkVar( float, m_flStartRadius ); CNetworkVar( float, m_flEndRadius ); };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamRingPoint::CTEBeamRingPoint( const char *name ) : CTEBaseBeam( name ) { m_vecCenter.Init(); m_flStartRadius = 0.0f; m_flEndRadius = 0.0f; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamRingPoint::~CTEBeamRingPoint( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamRingPoint::Test( const Vector& current_origin, const QAngle& current_angles ) { m_vecCenter = current_origin; m_flEndRadius = 256.0f; m_flStartRadius = 16.0f;
m_nModelIndex = g_sModelIndexSmoke; m_nStartFrame = 0; m_nFrameRate = 2; m_fLife = 10.0; m_fWidth = 2.0; m_fAmplitude = 1; r = 255; g = 255; b = 0; a = 127; m_nSpeed = 5;
CBroadcastRecipientFilter filter; Create( filter, 0.0 ); }
IMPLEMENT_SERVERCLASS_ST( CTEBeamRingPoint, DT_TEBeamRingPoint) SendPropVector( SENDINFO(m_vecCenter), -1, SPROP_COORD ), SendPropFloat( SENDINFO(m_flStartRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ), SendPropFloat( SENDINFO(m_flEndRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ), END_SEND_TABLE()
// Singleton to fire TEBeamRingPoint objects
static CTEBeamRingPoint g_TEBeamRingPoint( "BeamRingPoint" );
void TE_BeamRingPoint( IRecipientFilter& filter, float delay, const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate, float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags ) { g_TEBeamRingPoint.m_vecCenter = center; g_TEBeamRingPoint.m_flStartRadius = start_radius; g_TEBeamRingPoint.m_flEndRadius = end_radius; g_TEBeamRingPoint.m_nModelIndex = modelindex; g_TEBeamRingPoint.m_nHaloIndex = haloindex; g_TEBeamRingPoint.m_nStartFrame = startframe; g_TEBeamRingPoint.m_nFrameRate = framerate; g_TEBeamRingPoint.m_fLife = life; g_TEBeamRingPoint.m_fWidth = width; g_TEBeamRingPoint.m_fEndWidth = width; g_TEBeamRingPoint.m_nFadeLength = 0; g_TEBeamRingPoint.m_fAmplitude = amplitude; g_TEBeamRingPoint.m_nSpeed = speed; g_TEBeamRingPoint.r = r; g_TEBeamRingPoint.g = g; g_TEBeamRingPoint.b = b; g_TEBeamRingPoint.a = a; g_TEBeamRingPoint.m_nFlags = flags;
// Send it over the wire
g_TEBeamRingPoint.Create( filter, delay ); }
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