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"
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Dispatches Sprite Spray tempentity
//-----------------------------------------------------------------------------
class CTESpriteSpray : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTESpriteSpray, CBaseTempEntity );
CTESpriteSpray( const char *name );
virtual ~CTESpriteSpray( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecDirection );
CNetworkVar( int, m_nModelIndex );
CNetworkVar( int, m_nSpeed );
CNetworkVar( float, m_fNoise );
CNetworkVar( int, m_nCount );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTESpriteSpray::CTESpriteSpray( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecDirection.Init();
m_nModelIndex = 0;
m_fNoise = 0;
m_nSpeed = 0;
m_nCount = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTESpriteSpray::~CTESpriteSpray( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTESpriteSpray::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_nModelIndex = g_sModelIndexSmoke;
m_fNoise = 0.8;
m_nCount = 5;
m_nSpeed = 30;
m_vecOrigin = current_origin;
Vector forward, right;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward, &right, NULL );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
VectorMA( m_vecOrigin, -25.0, right, m_vecOrigin.GetForModify() );
m_vecDirection.Init( random->RandomInt( -100, 100 ), random->RandomInt( -100, 100 ), random->RandomInt( 0, 100 ) );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST(CTESpriteSpray, DT_TESpriteSpray)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD),
SendPropModelIndex(SENDINFO(m_nModelIndex)),
SendPropFloat( SENDINFO(m_fNoise ), 8, SPROP_ROUNDDOWN, 0.0, 2.56 ),
SendPropInt( SENDINFO(m_nSpeed ), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nCount), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TESpriteSpray objects
static CTESpriteSpray g_TESpriteSpray( "Sprite Spray" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// *dir -
// modelindex -
// speed -
// noise -
// count -
//-----------------------------------------------------------------------------
void TE_SpriteSpray( IRecipientFilter& filter, float delay,
const Vector *pos, const Vector *dir, int modelindex, int speed, float noise, int count )
{
g_TESpriteSpray.m_vecOrigin = *pos;
g_TESpriteSpray.m_vecDirection = *dir;
g_TESpriteSpray.m_nModelIndex = modelindex;
g_TESpriteSpray.m_nSpeed = speed;
g_TESpriteSpray.m_fNoise = noise;
g_TESpriteSpray.m_nCount = count;
// Send it over the wire
g_TESpriteSpray.Create( filter, delay );
}