Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_effect_dispatch.h"
#include "networkstringtable_gamedll.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect().
//-----------------------------------------------------------------------------
class CTEEffectDispatch : public CBaseTempEntity { public: DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity );
CTEEffectDispatch( const char *name ); virtual ~CTEEffectDispatch( void );
DECLARE_SERVERCLASS();
public: CEffectData m_EffectData; };
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEEffectDispatch::CTEEffectDispatch( const char *name ) : CBaseTempEntity( name ) { }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEEffectDispatch::~CTEEffectDispatch( void ) { }
IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch )
SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) )
END_SEND_TABLE()
// Singleton to fire TEEffectDispatch objects
static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) { // Copy the supplied effect data.
g_TEEffectDispatch.m_EffectData = data;
// Get the entry index in the string table.
g_TEEffectDispatch.m_EffectData.m_iEffectName = g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pName );
// Send it to anyone who can see the effect's origin.
g_TEEffectDispatch.Create( filter, 0 ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void DispatchEffect( const char *pName, const CEffectData &data ) { CPASFilter filter( data.m_vOrigin ); DispatchEffect( pName, data, filter ); }
void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter ) { te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data ); }
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