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 "sdk_fx_shared.h"
#include "c_sdk_player.h"
#include "c_basetempentity.h"
#include <cliententitylist.h>
class C_TEFireBullets : public C_BaseTempEntity { public: DECLARE_CLASS( C_TEFireBullets, C_BaseTempEntity ); DECLARE_CLIENTCLASS();
virtual void PostDataUpdate( DataUpdateType_t updateType );
public: int m_iPlayer; Vector m_vecOrigin; QAngle m_vecAngles; int m_iWeaponID; int m_iMode; int m_iSeed; float m_flSpread; };
void C_TEFireBullets::PostDataUpdate( DataUpdateType_t updateType ) { // Create the effect.
m_vecAngles.z = 0; FX_FireBullets( m_iPlayer+1, m_vecOrigin, m_vecAngles, m_iWeaponID, m_iMode, m_iSeed, m_flSpread ); }
IMPLEMENT_CLIENTCLASS_EVENT( C_TEFireBullets, DT_TEFireBullets, CTEFireBullets );
BEGIN_RECV_TABLE_NOBASE(C_TEFireBullets, DT_TEFireBullets) RecvPropVector( RECVINFO( m_vecOrigin ) ), RecvPropFloat( RECVINFO( m_vecAngles[0] ) ), RecvPropFloat( RECVINFO( m_vecAngles[1] ) ), RecvPropInt( RECVINFO( m_iWeaponID ) ), RecvPropInt( RECVINFO( m_iMode ) ), RecvPropInt( RECVINFO( m_iSeed ) ), RecvPropInt( RECVINFO( m_iPlayer ) ), RecvPropFloat( RECVINFO( m_flSpread ) ), END_RECV_TABLE()
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