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 "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches decal tempentity
//-----------------------------------------------------------------------------
class CTEPlayerDecal : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEPlayerDecal, CBaseTempEntity );
CTEPlayerDecal( const char *name );
virtual ~CTEPlayerDecal( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVar( int, m_nPlayer );
CNetworkVector( m_vecOrigin );
CNetworkVar( int, m_nEntity );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEPlayerDecal::CTEPlayerDecal( const char *name ) :
CBaseTempEntity( name )
{
m_nPlayer = 0;
m_vecOrigin.Init();
m_nEntity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEPlayerDecal::~CTEPlayerDecal( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEPlayerDecal::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nPlayer = 1;
m_nEntity = 0;
m_vecOrigin = current_origin;
Vector vecEnd;
Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
VectorMA( m_vecOrigin, 1024.0, forward, vecEnd );
trace_t tr;
UTIL_TraceLine( m_vecOrigin, vecEnd, MASK_SOLID_BRUSHONLY, NULL, COLLISION_GROUP_NONE, &tr );
m_vecOrigin = tr.endpos;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEPlayerDecal, DT_TEPlayerDecal)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropInt( SENDINFO(m_nEntity), MAX_EDICT_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nPlayer), Q_log2( MAX_PLAYERS ), SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEPlayerDecal objects
static CTEPlayerDecal g_TEPlayerDecal( "Player Decal" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// player -
// entity -
// index -
//-----------------------------------------------------------------------------
void TE_PlayerDecal( IRecipientFilter& filter, float delay,
const Vector* pos, int player, int entity )
{
g_TEPlayerDecal.m_vecOrigin = *pos;
g_TEPlayerDecal.m_nPlayer = player;
g_TEPlayerDecal.m_nEntity = entity;
// Send it over the wire
g_TEPlayerDecal.Create( filter, delay );
}