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-rw-r--r--game/client/c_te_energysplash.cpp90
1 files changed, 90 insertions, 0 deletions
diff --git a/game/client/c_te_energysplash.cpp b/game/client/c_te_energysplash.cpp
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+++ b/game/client/c_te_energysplash.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "c_basetempentity.h"
+#include "IEffects.h"
+#include "tier0/vprof.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Energy Splash TE
+//-----------------------------------------------------------------------------
+class C_TEEnergySplash : public C_BaseTempEntity
+{
+public:
+ DECLARE_CLIENTCLASS();
+
+ C_TEEnergySplash( void );
+ virtual ~C_TEEnergySplash( void );
+
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+
+ virtual void Precache( void );
+
+public:
+ Vector m_vecPos;
+ Vector m_vecDir;
+ bool m_bExplosive;
+
+ const struct model_t *m_pModel;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEEnergySplash::C_TEEnergySplash( void )
+{
+ m_vecPos.Init();
+ m_vecDir.Init();
+ m_bExplosive = false;
+ m_pModel = NULL;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEEnergySplash::~C_TEEnergySplash( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void C_TEEnergySplash::Precache( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : bool -
+//-----------------------------------------------------------------------------
+void C_TEEnergySplash::PostDataUpdate( DataUpdateType_t updateType )
+{
+ VPROF( "C_TEEnergySplash::PostDataUpdate" );
+
+ g_pEffects->EnergySplash( m_vecPos, m_vecDir, m_bExplosive );
+}
+
+void TE_EnergySplash( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir, bool bExplosive )
+{
+ g_pEffects->EnergySplash( *pos, *dir, bExplosive );
+}
+
+// Expose the TE to the engine.
+IMPLEMENT_CLIENTCLASS_EVENT( C_TEEnergySplash, DT_TEEnergySplash, CTEEnergySplash );
+
+BEGIN_RECV_TABLE_NOBASE(C_TEEnergySplash, DT_TEEnergySplash)
+ RecvPropVector(RECVINFO(m_vecPos)),
+ RecvPropVector(RECVINFO(m_vecDir)),
+ RecvPropInt(RECVINFO(m_bExplosive)),
+END_RECV_TABLE()
+