Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//===========================================================================//
#include "cbase.h"
#include "tempentity.h"
#include "tempent.h"
#include "c_te_legacytempents.h"
#define NUM_MUZZLE_SPRITES 3
class CHL1TempEnts : public CTempEnts { public: CHL1TempEnts( void ) { }; virtual ~CHL1TempEnts( void ) { };
public: virtual void Init( void ); virtual void LevelInit(); void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false );
private: CHL1TempEnts( const CHL1TempEnts & );
private: struct model_t *m_pSpriteMuzzleFlash[ NUM_MUZZLE_SPRITES ]; };
// Temp entity interface
static CHL1TempEnts g_TempEnts; // Expose to rest of the client .dll
ITempEnts *tempents = ( ITempEnts * )&g_TempEnts;
void CHL1TempEnts::LevelInit() { CTempEnts::LevelInit();
m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" ); m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" ); m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" ); }
void CHL1TempEnts::Init( void ) { CTempEnts::Init();
m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" ); m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" ); m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" ); }
void CHL1TempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type, ClientEntityHandle_t hEntity, bool firstPerson ) { C_LocalTempEntity *pTemp; int index; float scale; int frameCount; QAngle ang;
index = type % 10; index = index % NUM_MUZZLE_SPRITES;
scale = ( type / 10 ) * 0.1; if ( scale == 0 ) scale = 0.5;
frameCount = modelinfo->GetModelFrameCount( m_pSpriteMuzzleFlash[index] );
// DevMsg( 1,"%d %f\n", index, scale );
pTemp = TempEntAlloc( pos1, ( model_t * )m_pSpriteMuzzleFlash[index] ); if (!pTemp) return;
pTemp->SetRenderMode( kRenderTransAdd ); pTemp->m_nRenderFX = 0; pTemp->SetRenderColor( 255, 255, 255, 255 ); pTemp->m_flSpriteScale = scale; pTemp->SetAbsOrigin( pos1 ); pTemp->die = gpGlobals->curtime + 0.01; pTemp->m_flFrame = random->RandomInt( 0, frameCount-1 ); pTemp->m_flFrameMax = frameCount - 1;
ang = vec3_angle; if (index == 0) { ang.z = random->RandomInt( 0, 20 ); } else { ang.z = random->RandomInt( 0, 359 ); } pTemp->SetAbsAngles( ang ); }
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