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"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexBubbles;// holds the index for the bubbles model
enum
{
BUBBLE_TRAIL_COUNT_BITS = 8,
BUBBLE_TRAIL_MAX_COUNT = ( (1 << BUBBLE_TRAIL_COUNT_BITS) - 1 ),
};
//-----------------------------------------------------------------------------
// Purpose: Dispatches bubble trail
//-----------------------------------------------------------------------------
class CTEBubbleTrail : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEBubbleTrail, CBaseTempEntity );
CTEBubbleTrail( const char *name );
virtual ~CTEBubbleTrail( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecMins );
CNetworkVector( m_vecMaxs );
CNetworkVar( float, m_flWaterZ );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( int, m_nCount );
CNetworkVar( float, m_fSpeed );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBubbleTrail::CTEBubbleTrail( const char *name ) :
CBaseTempEntity( name )
{
m_vecMins.Init();
m_vecMaxs.Init();
m_flWaterZ = 0.0;
m_nModelIndex = 0;
m_nCount = 0;
m_fSpeed = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBubbleTrail::~CTEBubbleTrail( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBubbleTrail::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_vecMins = current_origin;
Vector forward;
m_vecMins.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecMins, 100.0, forward, m_vecMins.GetForModify() );
m_vecMaxs = m_vecMins + Vector( 256, 256, 256 );
m_fSpeed = 8;
m_nCount = 20;
m_flWaterZ = 0;
m_nModelIndex = g_sModelIndexBubbles;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEBubbleTrail, DT_TEBubbleTrail)
SendPropVector( SENDINFO(m_vecMins), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecMaxs), -1, SPROP_COORD),
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropFloat( SENDINFO(m_flWaterZ ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
SendPropInt( SENDINFO(m_nCount), BUBBLE_TRAIL_COUNT_BITS, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO(m_fSpeed ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
END_SEND_TABLE()
// Singleton to fire TEBubbleTrail objects
static CTEBubbleTrail g_TEBubbleTrail( "Bubble Trail" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *mins -
// *maxs -
// height -
// modelindex -
// count -
// speed -
//-----------------------------------------------------------------------------
void TE_BubbleTrail( IRecipientFilter& filter, float delay,
const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
{
g_TEBubbleTrail.m_vecMins = *mins;
g_TEBubbleTrail.m_vecMaxs = *maxs;
g_TEBubbleTrail.m_flWaterZ = flWaterZ;
g_TEBubbleTrail.m_nModelIndex = modelindex;
g_TEBubbleTrail.m_nCount = MIN( count, BUBBLE_TRAIL_MAX_COUNT );
g_TEBubbleTrail.m_fSpeed = speed;
// Send it over the wire
g_TEBubbleTrail.Create( filter, delay );
}