Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Implements the server side of a steam jet particle system entity.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "steamjet.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//Networking
IMPLEMENT_SERVERCLASS_ST(CSteamJet, DT_SteamJet)
SendPropFloat(SENDINFO(m_SpreadSpeed), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_Speed), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_StartSize), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_EndSize), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_Rate), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_JetLength), 0, SPROP_NOSCALE),
SendPropInt(SENDINFO(m_bEmit), 1, SPROP_UNSIGNED),
SendPropInt(SENDINFO(m_bFaceLeft), 1, SPROP_UNSIGNED), // For support of legacy env_steamjet, which faced left instead of forward.
SendPropInt(SENDINFO(m_nType), 32, SPROP_UNSIGNED),
SendPropInt( SENDINFO(m_spawnflags), 8, SPROP_UNSIGNED ),
SendPropFloat(SENDINFO(m_flRollSpeed), 0, SPROP_NOSCALE),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( env_steam, CSteamJet );
LINK_ENTITY_TO_CLASS( env_steamjet, CSteamJet ); // For support of legacy env_steamjet, which faced left instead of forward.
//Save/restore
BEGIN_DATADESC( CSteamJet )
//Keyvalue fields
DEFINE_KEYFIELD( m_StartSize, FIELD_FLOAT, "StartSize" ),
DEFINE_KEYFIELD( m_EndSize, FIELD_FLOAT, "EndSize" ),
DEFINE_KEYFIELD( m_InitialState, FIELD_BOOLEAN, "InitialState" ),
DEFINE_KEYFIELD( m_nType, FIELD_INTEGER, "Type" ),
DEFINE_KEYFIELD( m_flRollSpeed, FIELD_FLOAT, "RollSpeed" ),
//Regular fields
DEFINE_FIELD( m_bEmit, FIELD_INTEGER ),
DEFINE_FIELD( m_bFaceLeft, FIELD_BOOLEAN ),
// Inputs
DEFINE_INPUT( m_JetLength, FIELD_FLOAT, "JetLength" ),
DEFINE_INPUT( m_SpreadSpeed, FIELD_FLOAT, "SpreadSpeed" ),
DEFINE_INPUT( m_Speed, FIELD_FLOAT, "Speed" ),
DEFINE_INPUT( m_Rate, FIELD_FLOAT, "Rate" ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOn", InputTurnOn ),
DEFINE_INPUTFUNC( FIELD_VOID, "TurnOff", InputTurnOff ),
DEFINE_INPUTFUNC( FIELD_VOID, "Toggle", InputToggle ),
END_DATADESC()
CSteamJet::CSteamJet( void )
{
m_flRollSpeed = 8.0f;
}
//-----------------------------------------------------------------------------
// Purpose: Called before spawning, after key values have been set.
//-----------------------------------------------------------------------------
void CSteamJet::Spawn( void )
{
Precache();
//
// Legacy env_steamjet pointed left instead of forward.
//
if ( FClassnameIs( this, "env_steamjet" ))
{
m_bFaceLeft = true;
}
if ( m_InitialState )
{
m_bEmit = true;
}
}
void CSteamJet::Precache( void )
{
PrecacheMaterial( "particle/particle_smokegrenade" );
PrecacheMaterial( "sprites/heatwave" );
}
void CSteamJet::Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value )
{
if (!pActivator->IsPlayer())
{
if (useType == USE_ON)
{
m_bEmit = true;
}
else if (useType == USE_OFF)
{
m_bEmit = false;
}
}
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for toggling the steam jet on/off.
//-----------------------------------------------------------------------------
void CSteamJet::InputToggle(inputdata_t &data)
{
m_bEmit = !m_bEmit;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning on the steam jet.
//-----------------------------------------------------------------------------
void CSteamJet::InputTurnOn(inputdata_t &data)
{
m_bEmit = true;
}
//-----------------------------------------------------------------------------
// Purpose: Input handler for turning off the steam jet.
//-----------------------------------------------------------------------------
void CSteamJet::InputTurnOff(inputdata_t &data)
{
m_bEmit = false;
}