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 blood stream tempentity
//-----------------------------------------------------------------------------
class CTEKillPlayerAttachments : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEKillPlayerAttachments, CBaseTempEntity );
CTEKillPlayerAttachments( const char *name );
virtual ~CTEKillPlayerAttachments( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVar( int, m_nPlayer );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEKillPlayerAttachments::CTEKillPlayerAttachments( const char *name ) :
CBaseTempEntity( name )
{
m_nPlayer = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEKillPlayerAttachments::~CTEKillPlayerAttachments( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEKillPlayerAttachments::Test( const Vector& current_origin, const QAngle& current_angles )
{
m_nPlayer = 1;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTEKillPlayerAttachments, DT_TEKillPlayerAttachments)
SendPropInt( SENDINFO(m_nPlayer), 5, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEKillPlayerAttachments objects
static CTEKillPlayerAttachments g_TEKillPlayerAttachments( "KillPlayerAttachments" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// player -
//-----------------------------------------------------------------------------
void TE_KillPlayerAttachments( IRecipientFilter& filter, float delay,
int player )
{
g_TEKillPlayerAttachments.m_nPlayer = player;
// Send it over the wire
g_TEKillPlayerAttachments.Create( filter, delay );
}