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: BeamPoints TE
//-----------------------------------------------------------------------------
class C_TEBeamPoints : public C_TEBaseBeam
{
public:
DECLARE_CLASS( C_TEBeamPoints, C_TEBaseBeam );
DECLARE_CLIENTCLASS();
C_TEBeamPoints( void );
virtual ~C_TEBeamPoints( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecStartPoint;
Vector m_vecEndPoint;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamPoints::C_TEBeamPoints( void )
{
m_vecStartPoint.Init();
m_vecEndPoint.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamPoints::~C_TEBeamPoints( void )
{
}
void TE_BeamPoints( IRecipientFilter& filter, float delay,
const Vector* start, const Vector* end, 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->CreateBeamPoints( (Vector&)*start, (Vector&)*end, modelindex, haloindex, 0.0f,
life, width, endWidth, fadeLength, amplitude, a, 0.1 * speed,
startframe, 0.1 * (float)framerate, r, g, b );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamPoints::PostDataUpdate( DataUpdateType_t updateType )
{
beams->CreateBeamPoints( m_vecStartPoint, 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_TEBeamPoints, DT_TEBeamPoints, CTEBeamPoints)
RecvPropVector( RECVINFO(m_vecStartPoint)),
RecvPropVector( RECVINFO(m_vecEndPoint)),
END_RECV_TABLE()