Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: A simple test entity for creating special effects
//
//=============================================================================//
#include "cbase.h"
#include "te_effect_dispatch.h"
// Declare the sparkler entity for the server-side
class CSparkler : public CBaseEntity
{
public:
DECLARE_SERVERCLASS();
DECLARE_CLASS( CSparkler, CBaseEntity );
void Spawn( void );
void InputToggle( inputdata_t &input ); // Input function for toggling our effect's state
void InputScale( inputdata_t &input );
private:
CNetworkVar( bool, m_bEmit ); // Marks whether the effect should be active or not
CNetworkVar( float, m_flScale ); // The size and speed of the effect
DECLARE_DATADESC();
};
// Link our class to the "env_sparkler" entity classname
LINK_ENTITY_TO_CLASS( env_sparkler, CSparkler );
// Declare our data description for this entity
BEGIN_DATADESC( CSparkler )
DEFINE_FIELD( m_bEmit, FIELD_BOOLEAN ),
DEFINE_KEYFIELD( m_flScale, FIELD_FLOAT, "scale" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ), // Declare our toggle input function
DEFINE_INPUTFUNC( FIELD_FLOAT, "Scale", InputScale ),
END_DATADESC()
// Declare the data-table for server/client communication
IMPLEMENT_SERVERCLASS_ST( CSparkler, DT_Sparkler )
SendPropInt( SENDINFO( m_bEmit ), 1, SPROP_UNSIGNED ), // Declare our boolean state variable
SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose: Spawn function for this entity
//-----------------------------------------------------------------------------
void CSparkler::Spawn( void )
{
SetMoveType( MOVETYPE_NONE ); // Will not move on its own
SetSolid( SOLID_NONE ); // Will not collide with anything
// Set a size for culling
UTIL_SetSize( this, -Vector(2,2,2), Vector(2,2,2) );
// We must add this flag to receive network transmitions
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
//-----------------------------------------------------------------------------
// Purpose: Toggles the emission state of the effect
//-----------------------------------------------------------------------------
void CSparkler::InputToggle( inputdata_t &input )
{
// Toggle our state
m_bEmit = !m_bEmit;
}
//-----------------------------------------------------------------------------
// Purpose: Change our scale via a float value
//-----------------------------------------------------------------------------
void CSparkler::InputScale( inputdata_t &input )
{
// Change our scale
m_flScale = input.value.Float();
}
// ============================================================================
//
// Dispatch Effect version
//
// ============================================================================
//-----------------------------------------------------------------------------
// Purpose: Create a sparkle effect at the given location of the given size
// Input : &position - Where to emit from
// flSize - Size of the effect
//-----------------------------------------------------------------------------
void MakeSparkle( const Vector &origin, float flScale )
{
CEffectData data;
// Send our origin
data.m_vOrigin = origin;
// Send our scale
data.m_flScale = flScale;
// Send the effect off to the client
DispatchEffect( "Sparkle", data );
}