diff options
Diffstat (limited to 'game/server/te_beamlaser.cpp')
| -rw-r--r-- | game/server/te_beamlaser.cpp | 127 |
1 files changed, 127 insertions, 0 deletions
diff --git a/game/server/te_beamlaser.cpp b/game/server/te_beamlaser.cpp new file mode 100644 index 0000000..3eb40c4 --- /dev/null +++ b/game/server/te_beamlaser.cpp @@ -0,0 +1,127 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint. +// +// $NoKeywords: $ +//=============================================================================// +#include "cbase.h" +#include "basetempentity.h" +#include "te_basebeam.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: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint. +//----------------------------------------------------------------------------- +class CTEBeamLaser : public CTEBaseBeam +{ + DECLARE_CLASS( CTEBeamLaser, CTEBaseBeam ); +public: + DECLARE_SERVERCLASS(); + + CTEBeamLaser( const char *name ); + virtual ~CTEBeamLaser( void ); + + virtual void Test( const Vector& current_origin, const QAngle& current_angles ); + +public: + CNetworkVar( int, m_nStartEntity ); + CNetworkVar( int, m_nEndEntity ); +}; + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *name - +//----------------------------------------------------------------------------- +CTEBeamLaser::CTEBeamLaser( const char *name ) : + CTEBaseBeam( name ) +{ + m_nStartEntity = 0; + m_nEndEntity = 0; +} + +//----------------------------------------------------------------------------- +// Purpose: +//----------------------------------------------------------------------------- +CTEBeamLaser::~CTEBeamLaser( void ) +{ +} + +//----------------------------------------------------------------------------- +// Purpose: +// Input : *current_origin - +// *current_angles - +//----------------------------------------------------------------------------- +void CTEBeamLaser::Test( const Vector& current_origin, const QAngle& current_angles ) +{ + m_nStartEntity = 1; + m_nEndEntity = 0; + + m_nModelIndex = g_sModelIndexSmoke; + m_nStartFrame = 0; + m_nFrameRate = 10; + m_fLife = 2.0; + m_fWidth = 1.0; + m_fAmplitude = 1.0; + r = 127; + g = 63; + b = 0; + a = 150; + m_nSpeed = 1; + + CBroadcastRecipientFilter filter; + Create( filter, 0.0 ); +} + +IMPLEMENT_SERVERCLASS_ST( CTEBeamLaser, DT_TEBeamLaser) + SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ), + SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ), +END_SEND_TABLE() + + +// Singleton to fire TEBeamLaser objects +static CTEBeamLaser g_TEBeamLaser( "BeamLaser" ); + +//----------------------------------------------------------------------------- +// Purpose: +// Input : msg_dest - +// delay - +// *origin - +// *recipient - +// *start - +// *end - +// modelindex - +// startframe - +// framerate - +// msg_dest - +// delay - +// origin - +// recipient - +//----------------------------------------------------------------------------- +void TE_BeamLaser( IRecipientFilter& filter, float delay, + int start, int 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 ) +{ + g_TEBeamLaser.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12); + g_TEBeamLaser.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12); + g_TEBeamLaser.m_nModelIndex = modelindex; + g_TEBeamLaser.m_nHaloIndex = haloindex; + g_TEBeamLaser.m_nStartFrame = startframe; + g_TEBeamLaser.m_nFrameRate = framerate; + g_TEBeamLaser.m_fLife = life; + g_TEBeamLaser.m_fWidth = width; + g_TEBeamLaser.m_fEndWidth = endWidth; + g_TEBeamLaser.m_nFadeLength = fadeLength; + g_TEBeamLaser.m_fAmplitude = amplitude; + g_TEBeamLaser.m_nSpeed = speed; + g_TEBeamLaser.r = r; + g_TEBeamLaser.g = g; + g_TEBeamLaser.b = b; + g_TEBeamLaser.a = a; + + // Send it over the wire + g_TEBeamLaser.Create( filter, delay ); +}
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