Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Send generic impact messages to the client for visualization
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches Gunshot decal tempentity
//-----------------------------------------------------------------------------
class CTEImpact : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEImpact, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEImpact( const char *name );
virtual ~CTEImpact();
void Precache( void );
void Test( const Vector& current_origin, const Vector& current_normal );
public:
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecNormal ); //NOTENOTE: In a multi-play setup we'll probably want non-oriented effects for bandwidth
CNetworkVar( int, m_iType );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
// Output :
//-----------------------------------------------------------------------------
CTEImpact::CTEImpact( const char *name ) : CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecNormal.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEImpact::~CTEImpact( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTEImpact::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEImpact::Test( const Vector& current_origin, const Vector& current_normal )
{
}
//Server class implementation
IMPLEMENT_SERVERCLASS_ST( CTEImpact, DT_TEImpact)
SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ),
SendPropVector( SENDINFO( m_vecNormal ), -1, SPROP_COORD ),
SendPropInt( SENDINFO( m_iType ), 32, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEImpact objects
static CTEImpact g_TEImpact( "Impact" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
//-----------------------------------------------------------------------------
void TE_Impact( IRecipientFilter& filter, float delay )
{
g_TEImpact.Create( filter, delay );
}