Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Game-specific explosion effects
//
//=============================================================================//
#include "cbase.h"
#include "c_te_effect_dispatch.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#include "dod_shareddefs.h"
#include "engine/IEngineSound.h"
#include "c_basetempentity.h"
#include "tier0/vprof.h"
#include "fx_explosion.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DODExplosionCallback( const Vector &vecOrigin, const Vector &vecNormal ) { // Calculate the angles, given the normal.
bool bInAir = false; QAngle angExplosion( 0.0f, 0.0f, 0.0f );
// Cannot use zeros here because we are sending the normal at a smaller bit size.
if ( fabs( vecNormal.x ) < 0.05f && fabs( vecNormal.y ) < 0.05f && fabs( vecNormal.z ) < 0.05f ) { bInAir = true; angExplosion.Init(); } else { VectorAngles( vecNormal, angExplosion ); bInAir = false; }
// Base explosion effect and sound.
char *pszEffect = "explosion"; char *pszSound = "BaseExplosionEffect.Sound";
// Explosions.
if ( UTIL_PointContents( vecOrigin ) & CONTENTS_WATER ) { WaterExplosionEffect().Create( vecOrigin, 1 /*m_nMagnitude*/, 1 /*m_fScale*/, 0 /*m_nFlags*/ ); return; } else if ( bInAir ) { pszEffect = "explosioncore_midair"; } else { pszEffect = "explosioncore_floor"; }
CLocalPlayerFilter filter; C_BaseEntity::EmitSound( filter, SOUND_FROM_WORLD, pszSound, &vecOrigin );
DispatchParticleEffect( pszEffect, vecOrigin, angExplosion ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_TEDODExplosion : public C_BaseTempEntity { public:
DECLARE_CLASS( C_TEDODExplosion, C_BaseTempEntity ); DECLARE_CLIENTCLASS();
C_TEDODExplosion( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public: Vector m_vecOrigin; Vector m_vecNormal; };
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEDODExplosion::C_TEDODExplosion( void ) { m_vecOrigin.Init(); m_vecNormal.Init(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEDODExplosion::PostDataUpdate( DataUpdateType_t updateType ) { VPROF( "C_TETFExplosion::PostDataUpdate" ); DODExplosionCallback( m_vecOrigin, m_vecNormal ); }
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEDODExplosion, DT_TEDODExplosion, CTEDODExplosion ) RecvPropFloat( RECVINFO( m_vecOrigin[0] ) ), RecvPropFloat( RECVINFO( m_vecOrigin[1] ) ), RecvPropFloat( RECVINFO( m_vecOrigin[2] ) ), RecvPropVector( RECVINFO( m_vecNormal ) ), END_RECV_TABLE()
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