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"
#include "shattersurfacetypes.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches Glass Shatter tempentity
//-----------------------------------------------------------------------------
class CTEShatterSurface : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEShatterSurface, CBaseTempEntity );
CTEShatterSurface( const char *name );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_vecAngles );
CNetworkVector( m_vecForce );
CNetworkVector( m_vecForcePos );
CNetworkVar( float, m_flWidth );
CNetworkVar( float, m_flHeight );
CNetworkVar( float, m_flShardSize );
CNetworkVar( int, m_nSurfaceType );
CNetworkArray( byte, m_uchFrontColor, 3 );
CNetworkArray( byte, m_uchBackColor, 3 );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEShatterSurface::CTEShatterSurface( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecAngles.Init();
m_vecForce.Init();
m_vecForcePos.Init();
m_flWidth = 16.0f;
m_flHeight = 16.0f;
m_flShardSize = 3.0f;
m_uchFrontColor.Set( 0, 255 );
m_uchFrontColor.Set( 1, 255 );
m_uchFrontColor.Set( 2, 255 );
m_uchBackColor.Set( 0, 255 );
m_uchBackColor.Set( 1, 255 );
m_uchBackColor.Set( 2, 255 );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEShatterSurface::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
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(CTEShatterSurface, DT_TEShatterSurface)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecAngles), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecForce), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecForcePos), -1, SPROP_COORD),
SendPropFloat( SENDINFO(m_flWidth), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flHeight), 0, SPROP_NOSCALE ),
SendPropFloat( SENDINFO(m_flShardSize), 0, SPROP_NOSCALE ),
SendPropInt( SENDINFO(m_nSurfaceType), 2, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchFrontColor, 0 ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchFrontColor, 1 ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchFrontColor, 2 ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchBackColor, 0 ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchBackColor, 1 ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_ARRAYELEM( m_uchBackColor, 2 ), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEShatterSurface objects
static CTEShatterSurface g_TEShatterSurface( "Surface Shatter" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// entity -
// index -
//-----------------------------------------------------------------------------
void TE_ShatterSurface( IRecipientFilter& filter, float delay,
const Vector* pos, const QAngle* angle, const Vector* force, const Vector* forcepos,
float width, float height, float shardsize, ShatterSurface_t surfacetype,
int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
{
g_TEShatterSurface.m_vecOrigin = *pos;
g_TEShatterSurface.m_vecAngles = *angle;
g_TEShatterSurface.m_vecForce = *force;
g_TEShatterSurface.m_vecForcePos = *forcepos;
g_TEShatterSurface.m_flWidth = width;
g_TEShatterSurface.m_flHeight = height;
g_TEShatterSurface.m_flShardSize = shardsize;
g_TEShatterSurface.m_nSurfaceType = surfacetype;
g_TEShatterSurface.m_uchFrontColor.Set( 0, front_r );
g_TEShatterSurface.m_uchFrontColor.Set( 1, front_g );
g_TEShatterSurface.m_uchFrontColor.Set( 2, front_b );
g_TEShatterSurface.m_uchBackColor.Set( 0, back_r );
g_TEShatterSurface.m_uchBackColor.Set( 1, back_g );
g_TEShatterSurface.m_uchBackColor.Set( 2, back_b );
// Send it over the wire
g_TEShatterSurface.Create( filter, delay );
}