Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CTEClientProjectile : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEClientProjectile, CBaseTempEntity );
CTEClientProjectile( const char *name );
virtual ~CTEClientProjectile( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecVelocity );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( int, m_nLifeTime );
CNetworkHandle( CBaseEntity, m_hOwner );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEClientProjectile::CTEClientProjectile( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecVelocity.Init();
m_nModelIndex = 0;
m_nLifeTime = 0;
m_hOwner = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEClientProjectile::~CTEClientProjectile( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEClientProjectile::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_vecOrigin = current_origin;
Vector forward;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
m_vecVelocity = forward * 2048;
m_nLifeTime = 5;
m_hOwner = NULL;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEClientProjectile, DT_TEClientProjectile)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecVelocity), -1, SPROP_COORD),
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropInt( SENDINFO(m_nLifeTime), 6, SPROP_UNSIGNED ),
SendPropEHandle(SENDINFO(m_hOwner)),
END_SEND_TABLE()
// Singleton to fire TEClientProjectile objects
static CTEClientProjectile g_TEClientProjectile( "Client Projectile" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *mins -
// *maxs -
// height -
// modelindex -
// count -
// speed -
//-----------------------------------------------------------------------------
void TE_ClientProjectile( IRecipientFilter& filter, float delay,
const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner )
{
g_TEClientProjectile.m_vecOrigin = *vecOrigin;
g_TEClientProjectile.m_vecVelocity = *vecVelocity;
g_TEClientProjectile.m_nModelIndex = modelindex;
g_TEClientProjectile.m_nLifeTime = lifetime;
g_TEClientProjectile.m_hOwner = pOwner;
// Send it over the wire
g_TEClientProjectile.Create( filter, delay );
}