Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_te_basebeam.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: BeamEntPoint TE
//-----------------------------------------------------------------------------
class C_TEBeamEntPoint : public C_TEBaseBeam
{
public:
DECLARE_CLASS( C_TEBeamEntPoint, C_TEBaseBeam );
DECLARE_CLIENTCLASS();
C_TEBeamEntPoint( void );
virtual ~C_TEBeamEntPoint( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
int m_nStartEntity;
int m_nEndEntity;
Vector m_vecStartPoint;
Vector m_vecEndPoint;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamEntPoint::C_TEBeamEntPoint( void )
{
m_nStartEntity = 0;
m_vecEndPoint.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamEntPoint::~C_TEBeamEntPoint( void )
{
}
void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd,
int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude,
int r, int g, int b, int a, int speed )
{
beams->CreateBeamEntPoint( nStartEntity, pStart, nEndEntity, pEnd,
modelindex, haloindex, 0.0f, life, width, endWidth, fadeLength, amplitude,
a, 0.1 * (float)speed, startframe, 0.1f * (float)framerate, r, g, b );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamEntPoint::PostDataUpdate( DataUpdateType_t updateType )
{
beams->CreateBeamEntPoint( m_nStartEntity, &m_vecStartPoint, m_nEndEntity, &m_vecEndPoint,
m_nModelIndex, m_nHaloIndex, 0.0f,
m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, m_fAmplitude, a, 0.1 * m_nSpeed,
m_nStartFrame, 0.1 * m_nFrameRate, r, g, b );
}
IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEBeamEntPoint, DT_TEBeamEntPoint, CTEBeamEntPoint)
RecvPropInt(RECVINFO(m_nStartEntity)),
RecvPropInt(RECVINFO(m_nEndEntity)),
RecvPropVector(RECVINFO(m_vecStartPoint)),
RecvPropVector(RECVINFO(m_vecEndPoint)),
END_RECV_TABLE()