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 BSP decal tempentity
//-----------------------------------------------------------------------------
class CTEProjectedDecal : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEProjectedDecal, CBaseTempEntity );
CTEProjectedDecal( const char *name );
virtual ~CTEProjectedDecal( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVar( int, m_nIndex );
CNetworkVar( float, m_flDistance );
CNetworkQAngle( m_angRotation );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEProjectedDecal::CTEProjectedDecal( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_angRotation.Init();
m_flDistance = 64.0f;
m_nIndex = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEProjectedDecal::~CTEProjectedDecal( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEProjectedDecal::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_flDistance = 1024.0f;
m_nIndex = 0;
m_vecOrigin = current_origin;
m_angRotation = current_angles;
Vector vecEnd;
Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 24.0, forward, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEProjectedDecal, DT_TEProjectedDecal)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropQAngles( SENDINFO(m_angRotation), 10 ),
SendPropFloat( SENDINFO(m_flDistance), 10, SPROP_ROUNDUP, 0, 1024 ),
SendPropInt( SENDINFO(m_nIndex), 9, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEBSPDecal objects
static CTEProjectedDecal g_TEProjectedDecal( "Projected Decal" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// entity -
// index -
// modelindex -
//-----------------------------------------------------------------------------
void TE_ProjectDecal( IRecipientFilter& filter, float delay,
const Vector* pos, const QAngle *angles, float distance, int index )
{
g_TEProjectedDecal.m_vecOrigin = *pos;
g_TEProjectedDecal.m_angRotation = *angles;
g_TEProjectedDecal.m_flDistance = distance;
g_TEProjectedDecal.m_nIndex = index;
// Send it over the wire
g_TEProjectedDecal.Create( filter, delay );
}