Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "forcefeedback.h"
#include "igamesystem.h"
class CForceFeedback : public IForceFeedback, public CAutoGameSystem
{
public:
virtual bool Init();
virtual void Shutdown();
// API
virtual void StopAllEffects( CBasePlayer *player );
virtual void StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect );
virtual void StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params );
virtual void PauseAll( CBasePlayer *player );
virtual void ResumeAll( CBasePlayer *player );
};
static CForceFeedback g_ForceFeedbackSingleton;
IForceFeedback *forcefeedback = &g_ForceFeedbackSingleton;
//-----------------------------------------------------------------------------
// Purpose:
// Output : Returns true on success, false on failure.
//-----------------------------------------------------------------------------
bool CForceFeedback::Init()
{
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CForceFeedback::Shutdown()
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::StopAllEffects( CBasePlayer *player )
{
if ( !player )
return;
CSingleUserRecipientFilter user( player );
UserMessageBegin( user, "ForceFeedback" );
WRITE_BYTE( FFMSG_STOPALL ); // Reset effects
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// effect -
//-----------------------------------------------------------------------------
void CForceFeedback::StopEffect( CBasePlayer *player, FORCEFEEDBACK_t effect )
{
if ( !player )
return;
CSingleUserRecipientFilter user( player );
UserMessageBegin( user, "ForceFeedback" );
WRITE_BYTE( FFMSG_STOP ); // Reset effect
WRITE_BYTE( effect );
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
// effect -
// params -
//-----------------------------------------------------------------------------
void CForceFeedback::StartEffect( CBasePlayer *player, FORCEFEEDBACK_t effect, const FFBaseParams_t& params )
{
if ( !player )
{
return;
}
CSingleUserRecipientFilter user( player );
UserMessageBegin( user, "ForceFeedback" );
WRITE_BYTE( FFMSG_START ); // Reset effects
WRITE_BYTE( effect );
// encode direction as a byte
int dir = (int)( ( params.m_flDirection / 360.0f ) * 255.0f );
WRITE_BYTE( dir );
// encode duration as a signed int
int duration = (int)params.m_flDuration * 1000.0f;
WRITE_LONG( duration );
// encode gain as a byte
byte gain = (byte)clamp( params.m_flGain * 255.0f, 0.0f, 255.0f );
WRITE_BYTE( gain );
WRITE_BYTE( params.m_nPriority );
WRITE_BYTE( params.m_bSolo ? 1 : 0 );
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::PauseAll( CBasePlayer *player )
{
if ( !player )
return;
CSingleUserRecipientFilter user( player );
UserMessageBegin( user, "ForceFeedback" );
WRITE_BYTE( FFMSG_PAUSE ); // Pause effects
MessageEnd();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *player -
//-----------------------------------------------------------------------------
void CForceFeedback::ResumeAll( CBasePlayer *player )
{
if ( !player )
return;
CSingleUserRecipientFilter user( player );
UserMessageBegin( user, "ForceFeedback" );
WRITE_BYTE( FFMSG_RESUME ); // Resume effects
MessageEnd();
}