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"
extern short g_sModelIndexFireball; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Dispatches explosion tempentity
//-----------------------------------------------------------------------------
class CTEExplosion : public CTEParticleSystem
{
public:
DECLARE_CLASS( CTEExplosion, CTEParticleSystem );
DECLARE_SERVERCLASS();
CTEExplosion( const char *name );
virtual ~CTEExplosion( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public:
CNetworkVar( int, m_nModelIndex );
CNetworkVar( float, m_fScale );
CNetworkVar( int, m_nFrameRate );
CNetworkVar( int, m_nFlags );
CNetworkVector( m_vecNormal );
CNetworkVar( unsigned char, m_chMaterialType );
CNetworkVar( int, m_nRadius );
CNetworkVar( int, m_nMagnitude );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEExplosion::CTEExplosion( const char *name ) :
BaseClass( name )
{
m_nModelIndex = 0;
m_fScale = 0;
m_nFrameRate = 0;
m_nFlags = 0;
m_vecNormal.Init();
m_chMaterialType = 'C';
m_nRadius = 0;
m_nMagnitude = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEExplosion::~CTEExplosion( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEExplosion::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nModelIndex = g_sModelIndexFireball;
m_fScale = 0.5;
m_nFrameRate = 15;
m_nFlags = TE_EXPLFLAG_NONE;
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;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEExplosion, DT_TEExplosion)
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropFloat( SENDINFO(m_fScale ), 9, 0, 0.0, 51.2 ),
SendPropInt( SENDINFO(m_nFrameRate), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nFlags), 8, SPROP_UNSIGNED ),
SendPropVector( SENDINFO(m_vecNormal), -1, SPROP_COORD),
SendPropInt( SENDINFO(m_chMaterialType), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nRadius), 32, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nMagnitude), 32, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEExplosion objects
static CTEExplosion g_TEExplosion( "Explosion" );
void TE_Explosion( IRecipientFilter& filter, float delay,
const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal, unsigned char materialType )
{
g_TEExplosion.m_vecOrigin = *pos;
g_TEExplosion.m_nModelIndex = modelindex;
g_TEExplosion.m_fScale = scale;
g_TEExplosion.m_nFrameRate = framerate;
g_TEExplosion.m_nFlags = flags;
g_TEExplosion.m_nRadius = radius;
g_TEExplosion.m_nMagnitude = magnitude;
if ( normal )
g_TEExplosion.m_vecNormal = *normal;
else
g_TEExplosion.m_vecNormal = Vector(0,0,1);
g_TEExplosion.m_chMaterialType = materialType;
// Send it over the wire
g_TEExplosion.Create( filter, delay );
}