Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef EFFECT_DISPATCH_DATA_H
#define EFFECT_DISPATCH_DATA_H
#ifdef _WIN32
#pragma once
#endif
#include "particle_parse.h"
#ifdef CLIENT_DLL
#include "dt_recv.h"
#include "client_class.h"
EXTERN_RECV_TABLE( DT_EffectData );
#else
#include "dt_send.h"
#include "server_class.h"
EXTERN_SEND_TABLE( DT_EffectData );
#endif
// NOTE: These flags are specifically *not* networked; so it's placed above the max effect flag bits
#define EFFECTDATA_NO_RECORD 0x80000000
#define MAX_EFFECT_FLAG_BITS 8
#define CUSTOM_COLOR_CP1 9
#define CUSTOM_COLOR_CP2 10
// This is the class that holds whatever data we're sending down to the client to make the effect.
class CEffectData { public: Vector m_vOrigin; Vector m_vStart; Vector m_vNormal; QAngle m_vAngles; int m_fFlags; #ifdef CLIENT_DLL
ClientEntityHandle_t m_hEntity; #else
int m_nEntIndex; #endif
float m_flScale; float m_flMagnitude; float m_flRadius; int m_nAttachmentIndex; short m_nSurfaceProp;
// Some TF2 specific things
int m_nMaterial; int m_nDamageType; int m_nHitBox; unsigned char m_nColor;
// Color customizability
bool m_bCustomColors; te_tf_particle_effects_colors_t m_CustomColors;
bool m_bControlPoint1; te_tf_particle_effects_control_point_t m_ControlPoint1;
// Don't mess with stuff below here. DispatchEffect handles all of this.
public: CEffectData() { m_vOrigin.Init(); m_vStart.Init(); m_vNormal.Init(); m_vAngles.Init();
m_fFlags = 0; #ifdef CLIENT_DLL
m_hEntity = INVALID_EHANDLE_INDEX; #else
m_nEntIndex = 0; #endif
m_flScale = 1.f; m_nAttachmentIndex = 0; m_nSurfaceProp = 0;
m_flMagnitude = 0.0f; m_flRadius = 0.0f;
m_nMaterial = 0; m_nDamageType = 0; m_nHitBox = 0;
m_nColor = 0;
m_bCustomColors = false; m_CustomColors.m_vecColor1.Init(); m_CustomColors.m_vecColor2.Init();
m_bControlPoint1 = false; m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN; m_ControlPoint1.m_vecOffset.Init(); }
int GetEffectNameIndex() { return m_iEffectName; }
#ifdef CLIENT_DLL
IClientRenderable *GetRenderable() const; C_BaseEntity *GetEntity() const; int entindex() const; #endif
private:
#ifdef CLIENT_DLL
DECLARE_CLIENTCLASS_NOBASE() #else
DECLARE_SERVERCLASS_NOBASE() #endif
int m_iEffectName; // Entry in the EffectDispatch network string table. The is automatically handled by DispatchEffect().
};
#define MAX_EFFECT_DISPATCH_STRING_BITS 10
#define MAX_EFFECT_DISPATCH_STRINGS ( 1 << MAX_EFFECT_DISPATCH_STRING_BITS )
#ifdef CLIENT_DLL
bool SuppressingParticleEffects(); void SuppressParticleEffects( bool bSuppress ); #endif
#endif // EFFECT_DISPATCH_DATA_H
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