Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTrainingAnnotation Entity. This entity is used to place
// annotations on maps.
//=============================================================================//
#include "cbase.h"
#include "entity_training_annotations.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Show an anotation in 3D space in the hud to point out things of
// interest to the player.
//-----------------------------------------------------------------------------
BEGIN_DATADESC( CTrainingAnnotation )
DEFINE_KEYFIELD( m_displayText, FIELD_STRING, "display_text" ),
DEFINE_KEYFIELD( m_flLifetime, FIELD_FLOAT, "lifetime" ),
DEFINE_KEYFIELD( m_flVerticalOffset, FIELD_FLOAT, "offset" ),
DEFINE_INPUTFUNC( FIELD_VOID, "Show", InputShow ),
DEFINE_INPUTFUNC( FIELD_VOID, "Hide", InputHide ),
END_DATADESC()
LINK_ENTITY_TO_CLASS( training_annotation, CTrainingAnnotation );
CTrainingAnnotation::CTrainingAnnotation()
: m_flLifetime(1.0f),
m_flVerticalOffset(0.0f)
{
}
void CTrainingAnnotation::Show()
{
IGameEvent *pEvent = gameeventmanager->CreateEvent( "show_annotation" );
if ( pEvent )
{
Vector location = GetAbsOrigin();
pEvent->SetString( "text", STRING( m_displayText ) );
pEvent->SetInt( "id", (long)this );
pEvent->SetFloat( "worldPosX", location.x );
pEvent->SetFloat( "worldPosY", location.y );
pEvent->SetFloat( "worldPosZ", location.z + m_flVerticalOffset );
pEvent->SetFloat( "lifetime", m_flLifetime );
pEvent->SetInt( "follow_entindex", 0 );
gameeventmanager->FireEvent( pEvent );
}
}
void CTrainingAnnotation::Hide()
{
IGameEvent *pEvent = gameeventmanager->CreateEvent( "hide_annotation" );
if ( pEvent )
{
pEvent->SetInt( "id", (long)this );
gameeventmanager->FireEventClientSide( pEvent );
}
}