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 "te_particlesystem.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches blood stream tempentity
//-----------------------------------------------------------------------------
class CTEBloodStream : public CTEParticleSystem
{
public:
DECLARE_CLASS( CTEBloodStream, CTEParticleSystem );
CTEBloodStream( const char *name );
virtual ~CTEBloodStream( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecDirection );
CNetworkVar( int, r );
CNetworkVar( int, g );
CNetworkVar( int, b );
CNetworkVar( int, a );
CNetworkVar( int, m_nAmount );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBloodStream::CTEBloodStream( const char *name ) :
BaseClass( name )
{
m_vecDirection.Init();
r = 0;
g = 0;
b = 0;
a = 0;
m_nAmount = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBloodStream::~CTEBloodStream( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBloodStream::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
r = 247;
g = 0;
b = 0;
a = 255;
m_nAmount = random->RandomInt(50, 150);
m_vecOrigin = current_origin;
Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
m_vecOrigin += forward * 50;
m_vecDirection = UTIL_RandomBloodVector();
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEBloodStream, DT_TEBloodStream)
SendPropVector( SENDINFO(m_vecDirection), 11, 0, -10.0, 10.0 ),
SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nAmount), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEBloodStream objects
static CTEBloodStream g_TEBloodStream( "Blood Stream" );
//-----------------------------------------------------------------------------
// Purpose: Creates a blood stream
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *org -
// *dir -
// r -
// g -
// b -
// a -
// amount -
//-----------------------------------------------------------------------------
void TE_BloodStream( IRecipientFilter& filter, float delay,
const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
{
g_TEBloodStream.m_vecOrigin = *org;
g_TEBloodStream.m_vecDirection = *dir;
g_TEBloodStream.r = r;
g_TEBloodStream.g = g;
g_TEBloodStream.b = b;
g_TEBloodStream.a = a;
g_TEBloodStream.m_nAmount = amount;
// Send it over the wire
g_TEBloodStream.Create( filter, delay );
}