Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
// $NoKeywords: $
//
//===========================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "c_te_legacytempents.h"
#include "tier1/KeyValues.h"
#include "toolframework_client.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Sprite Spray TE
//-----------------------------------------------------------------------------
class C_TESpriteSpray : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TESpriteSpray, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TESpriteSpray( void );
virtual ~C_TESpriteSpray( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecOrigin;
Vector m_vecDirection;
int m_nModelIndex;
int m_nSpeed;
float m_fNoise;
int m_nCount;
};
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TESpriteSpray, DT_TESpriteSpray, CTESpriteSpray)
RecvPropVector( RECVINFO(m_vecOrigin)),
RecvPropVector( RECVINFO(m_vecDirection)),
RecvPropInt( RECVINFO(m_nModelIndex)),
RecvPropFloat( RECVINFO(m_fNoise )),
RecvPropInt( RECVINFO(m_nCount)),
RecvPropInt( RECVINFO(m_nSpeed)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TESpriteSpray::C_TESpriteSpray( void )
{
m_vecOrigin.Init();
m_vecDirection.Init();
m_nModelIndex = 0;
m_fNoise = 0;
m_nSpeed = 0;
m_nCount = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TESpriteSpray::~C_TESpriteSpray( void )
{
}
//-----------------------------------------------------------------------------
// Recording
//-----------------------------------------------------------------------------
static inline void RecordSpriteSpray( const Vector& start, const Vector &direction,
int nModelIndex, int nSpeed, float flNoise, int nCount )
{
if ( !ToolsEnabled() )
return;
if ( clienttools->IsInRecordingMode() )
{
const model_t* pModel = (nModelIndex != 0) ? modelinfo->GetModel( nModelIndex ) : NULL;
const char *pModelName = pModel ? modelinfo->GetModelName( pModel ) : "";
KeyValues *msg = new KeyValues( "TempEntity" );
msg->SetInt( "te", TE_SPRITE_SPRAY );
msg->SetString( "name", "TE_SpriteSpray" );
msg->SetFloat( "time", gpGlobals->curtime );
msg->SetFloat( "originx", start.x );
msg->SetFloat( "originy", start.y );
msg->SetFloat( "originz", start.z );
msg->SetFloat( "directionx", direction.x );
msg->SetFloat( "directiony", direction.y );
msg->SetFloat( "directionz", direction.z );
msg->SetString( "model", pModelName );
msg->SetInt( "speed", nSpeed );
msg->SetFloat( "noise", flNoise );
msg->SetInt( "count", nCount );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TESpriteSpray::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TESpriteSpray::PostDataUpdate" );
tempents->Sprite_Spray( m_vecOrigin, m_vecDirection, m_nModelIndex, m_nCount, m_nSpeed * 0.2, m_fNoise * 100.0 );
RecordSpriteSpray( m_vecOrigin, m_vecDirection, m_nModelIndex, m_nSpeed, m_fNoise, m_nCount );
}
void TE_SpriteSpray( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count )
{
tempents->Sprite_Spray( *pos, *dir, modelindex, count, speed * 0.2, noise * 100.0 );
RecordSpriteSpray( *pos, *dir, modelindex, speed, noise, count );
}
void TE_SpriteSpray( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
{
Vector vecOrigin, vecDirection;
vecOrigin.x = pKeyValues->GetFloat( "originx" );
vecOrigin.y = pKeyValues->GetFloat( "originy" );
vecOrigin.z = pKeyValues->GetFloat( "originz" );
vecDirection.x = pKeyValues->GetFloat( "directionx" );
vecDirection.y = pKeyValues->GetFloat( "directiony" );
vecDirection.z = pKeyValues->GetFloat( "directionz" );
const char *pModelName = pKeyValues->GetString( "model" );
int nModelIndex = pModelName[0] ? modelinfo->GetModelIndex( pModelName ) : 0;
int nSpeed = pKeyValues->GetInt( "speed" );
float flNoise = pKeyValues->GetFloat( "noise" );
int nCount = pKeyValues->GetInt( "count" );
TE_SpriteSpray( filter, delay, &vecOrigin, &vecDirection, nModelIndex, nSpeed, flNoise, nCount );
}