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 "tempentity.h"
  8. #include "tempent.h"
  9. #include "c_te_legacytempents.h"
  10. #define NUM_MUZZLE_SPRITES 3
  11. class CHL1TempEnts : public CTempEnts
  12. {
  13. public:
  14. CHL1TempEnts( void ) { };
  15. virtual ~CHL1TempEnts( void ) { };
  16. public:
  17. virtual void Init( void );
  18. virtual void LevelInit();
  19. void MuzzleFlash( const Vector &pos1, const QAngle &angles, int type, ClientEntityHandle_t hEntity, bool firstPerson = false );
  20. private:
  21. CHL1TempEnts( const CHL1TempEnts & );
  22. private:
  23. struct model_t *m_pSpriteMuzzleFlash[ NUM_MUZZLE_SPRITES ];
  24. };
  25. // Temp entity interface
  26. static CHL1TempEnts g_TempEnts;
  27. // Expose to rest of the client .dll
  28. ITempEnts *tempents = ( ITempEnts * )&g_TempEnts;
  29. void CHL1TempEnts::LevelInit()
  30. {
  31. CTempEnts::LevelInit();
  32. m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" );
  33. m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" );
  34. m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" );
  35. }
  36. void CHL1TempEnts::Init( void )
  37. {
  38. CTempEnts::Init();
  39. m_pSpriteMuzzleFlash[0] = (model_t *)engine->LoadModel( "sprites/muzzleflash1.vmt" );
  40. m_pSpriteMuzzleFlash[1] = (model_t *)engine->LoadModel( "sprites/muzzleflash2.vmt" );
  41. m_pSpriteMuzzleFlash[2] = (model_t *)engine->LoadModel( "sprites/muzzleflash3.vmt" );
  42. }
  43. void CHL1TempEnts::MuzzleFlash( const Vector& pos1, const QAngle& angles, int type, ClientEntityHandle_t hEntity, bool firstPerson )
  44. {
  45. C_LocalTempEntity *pTemp;
  46. int index;
  47. float scale;
  48. int frameCount;
  49. QAngle ang;
  50. index = type % 10;
  51. index = index % NUM_MUZZLE_SPRITES;
  52. scale = ( type / 10 ) * 0.1;
  53. if ( scale == 0 )
  54. scale = 0.5;
  55. frameCount = modelinfo->GetModelFrameCount( m_pSpriteMuzzleFlash[index] );
  56. // DevMsg( 1,"%d %f\n", index, scale );
  57. pTemp = TempEntAlloc( pos1, ( model_t * )m_pSpriteMuzzleFlash[index] );
  58. if (!pTemp)
  59. return;
  60. pTemp->SetRenderMode( kRenderTransAdd );
  61. pTemp->m_nRenderFX = 0;
  62. pTemp->SetRenderColor( 255, 255, 255, 255 );
  63. pTemp->m_flSpriteScale = scale;
  64. pTemp->SetAbsOrigin( pos1 );
  65. pTemp->die = gpGlobals->curtime + 0.01;
  66. pTemp->m_flFrame = random->RandomInt( 0, frameCount-1 );
  67. pTemp->m_flFrameMax = frameCount - 1;
  68. ang = vec3_angle;
  69. if (index == 0)
  70. {
  71. ang.z = random->RandomInt( 0, 20 );
  72. }
  73. else
  74. {
  75. ang.z = random->RandomInt( 0, 359 );
  76. }
  77. pTemp->SetAbsAngles( ang );
  78. }