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 "c_te_basebeam.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: BeamRingPoint TE
//-----------------------------------------------------------------------------
class C_TEBeamRingPoint : public C_TEBaseBeam
{
public:
DECLARE_CLASS( C_TEBeamRingPoint, C_TEBaseBeam );
DECLARE_CLIENTCLASS();
C_TEBeamRingPoint( void );
virtual ~C_TEBeamRingPoint( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecCenter;
float m_flStartRadius;
float m_flEndRadius;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamRingPoint::C_TEBeamRingPoint( void )
{
m_vecCenter.Init();
m_flStartRadius = 0.0f;
m_flEndRadius = 0.0f;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamRingPoint::~C_TEBeamRingPoint( void )
{
}
void TE_BeamRingPoint( IRecipientFilter& filter, float delay,
const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags )
{
beams->CreateBeamRingPoint( center, start_radius, end_radius, modelindex, haloindex, 0.0f,
life, width, 0.1 * spread, 0.0f, amplitude, a, 0.1 * speed,
startframe, 0.1 * framerate, r, g, b, flags );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamRingPoint::PostDataUpdate( DataUpdateType_t updateType )
{
beams->CreateBeamRingPoint( m_vecCenter, m_flStartRadius, m_flEndRadius, m_nModelIndex, m_nHaloIndex, 0.0f,
m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, m_fAmplitude, a, 0.1 * m_nSpeed,
m_nStartFrame, 0.1 * m_nFrameRate, r, g, b, m_nFlags );
}
IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEBeamRingPoint, DT_TEBeamRingPoint, CTEBeamRingPoint)
RecvPropVector( RECVINFO(m_vecCenter)),
RecvPropFloat( RECVINFO(m_flStartRadius)),
RecvPropFloat( RECVINFO(m_flEndRadius)),
END_RECV_TABLE()