Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "vstdlib/random.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches model smash pieces
//-----------------------------------------------------------------------------
class CTEBreakModel : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEBreakModel, CBaseTempEntity );
CTEBreakModel( const char *name );
virtual ~CTEBreakModel( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
virtual void Precache( void );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecSize );
CNetworkVector( m_vecVelocity );
CNetworkQAngle( m_angRotation );
CNetworkVar( int, m_nRandomization );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( int, m_nCount );
CNetworkVar( float, m_fTime );
CNetworkVar( int, m_nFlags );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBreakModel::CTEBreakModel( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecSize.Init();
m_vecVelocity.Init();
m_angRotation.Init();
m_nModelIndex = 0;
m_nRandomization = 0;
m_nCount = 0;
m_fTime = 0.0;
m_nFlags = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBreakModel::~CTEBreakModel( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTEBreakModel::Precache( void )
{
CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBreakModel::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nModelIndex = CBaseEntity::PrecacheModel( "models/gibs/hgibs.mdl" );
m_vecOrigin = current_origin;
m_angRotation = current_angles;
m_vecSize.Init( 16, 16, 16 );
m_vecVelocity.Init( random->RandomFloat( -10, 10 ), random->RandomFloat( -10, 10 ), random->RandomFloat( 0, 20 ) );
m_nRandomization = 100;
m_nCount = 10;
m_fTime = 5.0;
m_nFlags = 0;
Vector forward, right;
m_vecOrigin += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward, &right, 0 );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
VectorMA( m_vecOrigin, 25.0, right, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEBreakModel, DT_TEBreakModel)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 0), 13 ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 1), 13 ),
SendPropAngle( SENDINFO_VECTORELEM(m_angRotation, 2), 13 ),
SendPropVector( SENDINFO(m_vecSize), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecVelocity), -1, SPROP_COORD),
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropInt( SENDINFO(m_nRandomization), 9, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nCount), 8, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO(m_fTime), 10, 0, 0, 102.4 ),
SendPropInt( SENDINFO(m_nFlags), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEBreakModel objects
static CTEBreakModel g_TEBreakModel( "breakmodel" );
void TE_BreakModel( IRecipientFilter& filter, float delay,
const Vector& pos, const QAngle& angles, const Vector& size, const Vector& vel, int modelindex, int randomization,
int count, float time, int flags )
{
g_TEBreakModel.m_vecOrigin = pos;
g_TEBreakModel.m_angRotation = angles;
g_TEBreakModel.m_vecSize = size;
g_TEBreakModel.m_vecVelocity = vel;
g_TEBreakModel.m_nModelIndex = modelindex;
g_TEBreakModel.m_nRandomization = randomization;
g_TEBreakModel.m_nCount = count;
g_TEBreakModel.m_fTime = time;
g_TEBreakModel.m_nFlags = flags;
// Send it over the wire
g_TEBreakModel.Create( filter, delay );
}