Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Create a muzzle flash temp ent
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "coordsize.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CTETFBlood : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTETFBlood, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTETFBlood( const char *name );
virtual void Test( const Vector& current_origin, const QAngle& current_angles ) {}
public:
Vector m_vecOrigin;
Vector m_vecNormal;
int m_nEntIndex;
};
// Singleton to fire TEMuzzleFlash objects
static CTETFBlood g_TETFBlood( "TFBlood" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTETFBlood::CTETFBlood( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecNormal.Init();
m_nEntIndex = 0;
}
IMPLEMENT_SERVERCLASS_ST( CTETFBlood, DT_TETFBlood )
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropVector( SENDINFO_NOCHECK( m_vecNormal ), 6, 0, -1.0f, 1.0f ),
SendPropInt( SENDINFO_NAME( m_nEntIndex, entindex ), MAX_EDICT_BITS, SPROP_UNSIGNED ),
END_SEND_TABLE()
void TE_TFBlood( IRecipientFilter& filter, float delay,
const Vector &origin, const Vector &normal, int nEntIndex )
{
g_TETFBlood.m_vecOrigin = origin;
g_TETFBlood.m_vecNormal = normal;
g_TETFBlood.m_nEntIndex = nEntIndex;
// Send it over the wire
g_TETFBlood.Create( filter, delay );
}