Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops;
class C_TEImpact : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEImpact, C_BaseTempEntity ); DECLARE_CLIENTCLASS();
C_TEImpact( void ); virtual ~C_TEImpact( void );
virtual void PostDataUpdate( DataUpdateType_t updateType ); virtual void Precache( void );
virtual void PlayImpactSound( trace_t &tr ); virtual void PerformCustomEffects( trace_t &tr, Vector &shotDir ); public: Vector m_vecOrigin; Vector m_vecNormal; int m_iType; byte m_ucFlags; };
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
C_TEImpact::C_TEImpact( void ) { m_vecOrigin.Init(); m_vecNormal.Init(); m_iType = -1; m_ucFlags = 0; }
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
C_TEImpact::~C_TEImpact( void ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEImpact::Precache( void ) { //TODO: Precache all materials/sounds used by impacts here
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : unused -
//-----------------------------------------------------------------------------
void C_TEImpact::PostDataUpdate( DataUpdateType_t updateType ) { VPROF( "C_TEImpact::PostDataUpdate" ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEImpact::PlayImpactSound( trace_t &tr ) { }
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
void C_TEImpact::PerformCustomEffects( trace_t &tr, Vector &shotDir ) { }
//Receive data table
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEImpact, DT_TEImpact, CTEImpact) RecvPropVector( RECVINFO( m_vecOrigin ) ), RecvPropVector( RECVINFO( m_vecNormal ) ), RecvPropInt( RECVINFO( m_iType ) ), RecvPropInt( RECVINFO( m_ucFlags ) ), END_RECV_TABLE()
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