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Diffstat (limited to 'game/server/te_spritespray.cpp')
| -rw-r--r-- | game/server/te_spritespray.cpp | 136 |
1 files changed, 136 insertions, 0 deletions
diff --git a/game/server/te_spritespray.cpp b/game/server/te_spritespray.cpp new file mode 100644 index 0000000..6ff03af --- /dev/null +++ b/game/server/te_spritespray.cpp @@ -0,0 +1,136 @@ +//========= 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 ); +}
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