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 Sprite tempentity
//-----------------------------------------------------------------------------
class CTESprite : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTESprite, CBaseTempEntity );
CTESprite( const char *name );
virtual ~CTESprite( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
virtual void Precache( void );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( float, m_fScale );
CNetworkVar( int, m_nBrightness );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTESprite::CTESprite( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_nModelIndex = 0;
m_fScale = 0;
m_nBrightness = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTESprite::~CTESprite( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTESprite::Precache( void )
{
CBaseEntity::PrecacheModel("sprites/gunsmoke.vmt");
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTESprite::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nModelIndex = CBaseEntity::PrecacheModel("sprites/gunsmoke.vmt");
m_fScale = 0.8;
m_nBrightness = 200;
m_vecOrigin = current_origin;
Vector forward, right;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward, &right, NULL );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
VectorMA( m_vecOrigin, -25.0, right, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTESprite, DT_TESprite)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropModelIndex( SENDINFO(m_nModelIndex) ),
SendPropFloat( SENDINFO(m_fScale ), 8, SPROP_ROUNDDOWN, 0.0, 25.6 ),
SendPropInt( SENDINFO(m_nBrightness), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TESprite objects
static CTESprite g_TESprite( "Sprite" );
void TE_Sprite( IRecipientFilter& filter, float delay,
const Vector *pos, int modelindex, float size, int brightness )
{
g_TESprite.m_vecOrigin = *pos;
g_TESprite.m_nModelIndex = modelindex;
g_TESprite.m_fScale = size;
g_TESprite.m_nBrightness = brightness;
// Send it over the wire
g_TESprite.Create( filter, delay );
}