Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. //=============================================================================//
  6. #include "cbase.h"
  7. #include "fx_dod_shared.h"
  8. #include "c_basetempentity.h"
  9. #include <cliententitylist.h>
  10. class C_TEFireBullets : public C_BaseTempEntity
  11. {
  12. public:
  13. DECLARE_CLASS( C_TEFireBullets, C_BaseTempEntity );
  14. DECLARE_CLIENTCLASS();
  15. virtual void PostDataUpdate( DataUpdateType_t updateType );
  16. public:
  17. int m_iPlayer;
  18. Vector m_vecOrigin;
  19. QAngle m_vecAngles;
  20. int m_iWeaponID;
  21. int m_iMode;
  22. int m_iSeed;
  23. float m_flSpread;
  24. };
  25. void C_TEFireBullets::PostDataUpdate( DataUpdateType_t updateType )
  26. {
  27. // Create the effect.
  28. m_vecAngles.z = 0;
  29. FX_FireBullets(
  30. m_iPlayer+1,
  31. m_vecOrigin,
  32. m_vecAngles,
  33. m_iWeaponID,
  34. m_iMode,
  35. m_iSeed,
  36. m_flSpread );
  37. }
  38. IMPLEMENT_CLIENTCLASS_EVENT( C_TEFireBullets, DT_TEFireBullets, CTEFireBullets );
  39. BEGIN_RECV_TABLE_NOBASE(C_TEFireBullets, DT_TEFireBullets)
  40. RecvPropVector( RECVINFO( m_vecOrigin ) ),
  41. RecvPropFloat( RECVINFO( m_vecAngles[0] ) ),
  42. RecvPropFloat( RECVINFO( m_vecAngles[1] ) ),
  43. RecvPropInt( RECVINFO( m_iWeaponID ) ),
  44. RecvPropInt( RECVINFO( m_iMode ) ),
  45. RecvPropInt( RECVINFO( m_iSeed ) ),
  46. RecvPropInt( RECVINFO( m_iPlayer ) ),
  47. RecvPropFloat( RECVINFO( m_flSpread ) ),
  48. END_RECV_TABLE()