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authorJørgen P. Tjernø <[email protected]>2013-12-02 19:31:46 -0800
committerJørgen P. Tjernø <[email protected]>2013-12-02 19:46:31 -0800
commitf56bb35301836e56582a575a75864392a0177875 (patch)
treede61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/client/c_te.cpp
parentMark some more files as text. (diff)
downloadsource-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz
source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/client/c_te.cpp')
-rw-r--r--mp/src/game/client/c_te.cpp1370
1 files changed, 685 insertions, 685 deletions
diff --git a/mp/src/game/client/c_te.cpp b/mp/src/game/client/c_te.cpp
index 0339d79c..113e71e4 100644
--- a/mp/src/game/client/c_te.cpp
+++ b/mp/src/game/client/c_te.cpp
@@ -1,686 +1,686 @@
-//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//===========================================================================//
-#include "cbase.h"
-#include "itempents.h"
-#include "effect_dispatch_data.h"
-#include "tier1/KeyValues.h"
-#include "iefx.h"
-#include "IEffects.h"
-#include "toolframework_client.h"
-#include "cdll_client_int.h"
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// External definitions
-void TE_ArmorRicochet( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir );
-void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
- int nStartEntity, const Vector *start, int nEndEntity, const Vector* 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 );
-void TE_BeamEnts( 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 );
-void TE_BeamFollow( IRecipientFilter& filter, float delay,
- int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
- float fadeLength,float r, float g, float b, float a );
-void TE_BeamPoints( IRecipientFilter& filter, float delay,
- const Vector* start, const Vector* 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 );
-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 );
-void TE_BeamRing( IRecipientFilter& filter, float delay,
- int start, int end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
-void TE_BeamRingPoint( IRecipientFilter& filter, float delay,
- const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
-void TE_BeamSpline( IRecipientFilter& filter, float delay,
- int points, Vector* rgPoints );
-void TE_BloodStream( IRecipientFilter& filter, float delay,
- const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount );
-void TE_BloodStream( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_BloodSprite( IRecipientFilter& filter, float delay,
- const Vector* org, const Vector *dir, int r, int g, int b, int a, int size );
-void TE_BloodSprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_BreakModel( IRecipientFilter& filter, float delay,
- const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel,
- int modelindex, int randomization, int count, float time, int flags );
-void TE_BreakModel( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_BSPDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int entity, int index );
-void TE_ProjectDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, const QAngle *angles, float distance, int index );
-void TE_ProjectDecal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_Bubbles( IRecipientFilter& filter, float delay,
- const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
-void TE_BubbleTrail( IRecipientFilter& filter, float delay,
- const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
-void TE_Decal( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* start, int entity, int hitbox, int index );
-void TE_Decal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_DynamicLight( IRecipientFilter& filter, float delay,
- const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
-void TE_DynamicLight( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_Explosion( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude,
- const Vector* normal = NULL, unsigned char materialType = 'C', bool bShouldAffectRagdolls = true );
-void TE_Explosion( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_ShatterSurface( IRecipientFilter& filter, float delay,
- const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
- float width, float height, float shardsize, ShatterSurface_t surfacetype,
- int front_r, int front_g, int front_b, int back_r, int back_g, int back_b);
-void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_GlowSprite( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float life, float size, int brightness );
-void TE_GlowSprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_FootprintDecal( IRecipientFilter& filter, float delay, const Vector* origin, const Vector* right,
- int entity, int index, unsigned char materialType );
-void TE_Fizz( IRecipientFilter& filter, float delay,
- const C_BaseEntity *ed, int modelindex, int density, int current );
-void TE_KillPlayerAttachments( IRecipientFilter& filter, float delay,
- int player );
-void TE_LargeFunnel( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, int reversed );
-void TE_MetalSparks( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir );
-void TE_EnergySplash( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir, bool bExplosive );
-void TE_PlayerDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int player, int entity );
-void TE_ShowLine( IRecipientFilter& filter, float delay,
- const Vector* start, const Vector* end );
-void TE_Smoke( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float scale, int framerate );
-void TE_Sparks( IRecipientFilter& filter, float delay,
- const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir );
-void TE_Sprite( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float size, int brightness );
-void TE_Sprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_SpriteSpray( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count );
-void TE_SpriteSpray( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_WorldDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int index );
-void TE_WorldDecal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_MuzzleFlash( IRecipientFilter& filter, float delay,
- const Vector &start, const QAngle &angles, float scale, int type );
-void TE_Dust( IRecipientFilter& filter, float delay,
- const Vector &pos, const Vector &dir, float size, float speed );
-void TE_GaussExplosion( IRecipientFilter& filter, float delayt,
- const Vector &pos, const Vector &dir, int type );
-void TE_DispatchEffect( IRecipientFilter& filter, float delay,
- const Vector &pos, const char *pName, const CEffectData &data );
-void TE_DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_PhysicsProp( IRecipientFilter& filter, float delay,
- int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, bool breakmodel, int effects );
-void TE_PhysicsProp( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_ConcussiveExplosion( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
-void TE_ClientProjectile( IRecipientFilter& filter, float delay,
- const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner );
-
-class C_TempEntsSystem : public ITempEntsSystem
-{
-private:
- //-----------------------------------------------------------------------------
- // Purpose: Returning true means don't even call TE func
- // Input : filter -
- // *suppress_host -
- // Output : static bool
- //-----------------------------------------------------------------------------
- bool SuppressTE( IRecipientFilter& filter )
- {
- if ( !CanPredict() )
- return true;
-
- C_RecipientFilter& _filter = (( C_RecipientFilter & )filter);
-
- if ( !_filter.GetRecipientCount() )
- {
- // Suppress it
- return true;
- }
-
- // There's at least one recipient
- return false;
- }
-public:
-
- virtual void ArmorRicochet( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_ArmorRicochet( filter, delay, pos, dir );
- }
- }
-
- virtual void BeamEntPoint( IRecipientFilter& filter, float delay,
- int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd,
- 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 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamEntPoint( filter, delay, nStartEntity, pStart, nEndEntity, pEnd,
- modelindex, haloindex, startframe, framerate,
- life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
- }
- }
-
- virtual void BeamEnts( 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 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamEnts( filter, delay,
- start, end, modelindex, haloindex, startframe, framerate,
- life, width, endWidth, fadeLength, amplitude,
- r, g, b, a, speed );
- }
- }
- virtual void BeamFollow( IRecipientFilter& filter, float delay,
- int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
- float fadeLength, float r, float g, float b, float a )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamFollow( filter, delay,
- iEntIndex, modelIndex, haloIndex, life, width, endWidth, fadeLength,
- r, g, b, a );
- }
- }
- virtual void BeamPoints( IRecipientFilter& filter, float delay,
- const Vector* start, const Vector* 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 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamPoints( filter, delay,
- start, end, modelindex, haloindex, startframe, framerate,
- life, width, endWidth, fadeLength, amplitude,
- r, g, b, a, speed );
- }
- }
- virtual void 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 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamLaser( filter, delay,
- start, end, modelindex, haloindex, startframe, framerate,
- life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
- }
- }
- virtual void BeamRing( IRecipientFilter& filter, float delay,
- int start, int end, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamRing( filter, delay,
- start, end, modelindex, haloindex, startframe, framerate,
- life, width, spread, amplitude, r, g, b, a, speed, flags );
- }
- }
- virtual void BeamRingPoint( IRecipientFilter& filter, float delay,
- const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
- float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamRingPoint( filter, delay,
- center, start_radius, end_radius, modelindex, haloindex, startframe, framerate,
- life, width, spread, amplitude, r, g, b, a, speed, flags );
- }
- }
- virtual void BeamSpline( IRecipientFilter& filter, float delay,
- int points, Vector* rgPoints )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BeamSpline( filter, delay, points, rgPoints );
- }
- }
- virtual void BloodStream( IRecipientFilter& filter, float delay,
- const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount );
- }
- }
- virtual void BloodSprite( IRecipientFilter& filter, float delay,
- const Vector* org, const Vector *dir, int r, int g, int b, int a, int size )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BloodSprite( filter, delay, org, dir, r, g, b, a, size );
- }
- }
- virtual void BreakModel( IRecipientFilter& filter, float delay,
- const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel,
- int modelindex, int randomization, int count, float time, int flags )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BreakModel( filter, delay, pos, angles, size, vel, modelindex, randomization,
- count, time, flags );
- }
- }
- virtual void BSPDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int entity, int index )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BSPDecal( filter, delay, pos, entity, index );
- }
- }
-
- virtual void ProjectDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, const QAngle *angles, float distance, int index )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_ProjectDecal( filter, delay, pos, angles, distance, index );
- }
- }
-
- virtual void Bubbles( IRecipientFilter& filter, float delay,
- const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Bubbles( filter, delay, mins, maxs, height, modelindex, count, speed );
- }
- }
- virtual void BubbleTrail( IRecipientFilter& filter, float delay,
- const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed );
- }
- }
- virtual void Decal( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* start, int entity, int hitbox, int index )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Decal( filter, delay, pos, start, entity, hitbox, index );
- }
- }
- virtual void DynamicLight( IRecipientFilter& filter, float delay,
- const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay );
- }
- }
- virtual void Explosion( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Explosion( filter, delay, pos, modelindex, scale, framerate, flags, radius, magnitude,
- normal, materialType );
- }
- }
- virtual void ShatterSurface( IRecipientFilter& filter, float delay,
- const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
- float width, float height, float shardsize, ShatterSurface_t surfacetype,
- int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
- {
- if ( !SuppressTE( filter ) )
- {
- TE_ShatterSurface( filter, delay, pos, angle, vForce, vForcePos,
- width, height, shardsize, surfacetype, front_r, front_g, front_b, back_r, back_g, back_b);
- }
- }
- virtual void GlowSprite( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float life, float size, int brightness )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness );
- }
- }
- virtual void FootprintDecal( IRecipientFilter& filter, float delay, const Vector* origin, const Vector* right,
- int entity, int index, unsigned char materialType )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_FootprintDecal( filter, delay, origin, right,
- entity, index, materialType );
- }
- }
- virtual void Fizz( IRecipientFilter& filter, float delay,
- const C_BaseEntity *ed, int modelindex, int density, int current )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Fizz( filter, delay,
- ed, modelindex, density, current );
- }
- }
- virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay,
- int player )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_KillPlayerAttachments( filter, delay, player );
- }
- }
- virtual void LargeFunnel( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, int reversed )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_LargeFunnel( filter, delay, pos, modelindex, reversed );
- }
- }
- virtual void MetalSparks( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_MetalSparks( filter, delay, pos, dir );
- }
- }
- virtual void EnergySplash( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir, bool bExplosive )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_EnergySplash( filter, delay,
- pos, dir, bExplosive );
- }
- }
- virtual void PlayerDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int player, int entity )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_PlayerDecal( filter, delay,
- pos, player, entity );
- }
- }
- virtual void ShowLine( IRecipientFilter& filter, float delay,
- const Vector* start, const Vector* end )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_ShowLine( filter, delay,
- start, end );
- }
- }
- virtual void Smoke( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float scale, int framerate )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Smoke( filter, delay,
- pos, modelindex, scale, framerate );
- }
- }
- virtual void Sparks( IRecipientFilter& filter, float delay,
- const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Sparks( filter, delay,
- pos, nMagnitude, nTrailLength, pDir );
- }
- }
- virtual void Sprite( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float size, int brightness )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Sprite( filter, delay,
- pos, modelindex, size, brightness );
- }
- }
- virtual void SpriteSpray( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_SpriteSpray( filter, delay,
- pos, dir, modelindex, speed, noise, count );
- }
- }
- virtual void WorldDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int index )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_WorldDecal( filter, delay,
- pos, index );
- }
- }
- virtual void MuzzleFlash( IRecipientFilter& filter, float delay,
- const Vector &start, const QAngle &angles, float scale, int type )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_MuzzleFlash( filter, delay,
- start, angles, scale, type );
- }
- }
- virtual void Dust( IRecipientFilter& filter, float delay,
- const Vector &pos, const Vector &dir, float size, float speed )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_Dust( filter, delay,
- pos, dir, size, speed );
- }
- }
- virtual void GaussExplosion( IRecipientFilter& filter, float delay,
- const Vector &pos, const Vector &dir, int type )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_GaussExplosion( filter, delay, pos, dir, type );
- }
- }
- virtual void DispatchEffect( IRecipientFilter& filter, float delay,
- const Vector &pos, const char *pName, const CEffectData &data )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_DispatchEffect( filter, delay, pos, pName, data );
- }
- }
- virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin,
- const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_PhysicsProp( filter, delay, modelindex, skin, pos, angles, vel, flags, effects );
- }
- }
- virtual void ClientProjectile( IRecipientFilter& filter, float delay,
- const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_ClientProjectile( filter, delay, vecOrigin, vecVelocity, modelindex, lifetime, pOwner );
- }
- }
-
- // For playback from external tools
- virtual void TriggerTempEntity( KeyValues *pKeyValues )
- {
- g_pEffects->SuppressEffectsSounds( true );
- SuppressParticleEffects( true );
-
- // While playing back, suppress recording
- bool bIsRecording = clienttools->IsInRecordingMode();
- clienttools->EnableRecordingMode( false );
-
- CBroadcastRecipientFilter filter;
-
- TERecordingType_t type = (TERecordingType_t)pKeyValues->GetInt( "te" );
- switch( type )
- {
- case TE_DYNAMIC_LIGHT:
- TE_DynamicLight( filter, 0.0f, pKeyValues );
- break;
-
- case TE_WORLD_DECAL:
- TE_WorldDecal( filter, 0.0f, pKeyValues );
- break;
-
- case TE_DISPATCH_EFFECT:
- TE_DispatchEffect( filter, 0.0f, pKeyValues );
- break;
-
- case TE_MUZZLE_FLASH:
- {
- Vector vecOrigin;
- QAngle angles;
- vecOrigin.x = pKeyValues->GetFloat( "originx" );
- vecOrigin.y = pKeyValues->GetFloat( "originy" );
- vecOrigin.z = pKeyValues->GetFloat( "originz" );
- angles.x = pKeyValues->GetFloat( "anglesx" );
- angles.y = pKeyValues->GetFloat( "anglesy" );
- angles.z = pKeyValues->GetFloat( "anglesz" );
- float flScale = pKeyValues->GetFloat( "scale" );
- int nType = pKeyValues->GetInt( "type" );
-
- TE_MuzzleFlash( filter, 0.0f, vecOrigin, angles, flScale, nType );
- }
- break;
-
- case TE_ARMOR_RICOCHET:
- {
- 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" );
-
- TE_ArmorRicochet( filter, 0.0f, &vecOrigin, &vecDirection );
- }
- break;
-
- case TE_METAL_SPARKS:
- {
- 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" );
-
- TE_MetalSparks( filter, 0.0f, &vecOrigin, &vecDirection );
- }
- break;
-
- case TE_SMOKE:
- {
- Vector vecOrigin, vecDirection;
- vecOrigin.x = pKeyValues->GetFloat( "originx" );
- vecOrigin.y = pKeyValues->GetFloat( "originy" );
- vecOrigin.z = pKeyValues->GetFloat( "originz" );
- float flScale = pKeyValues->GetFloat( "scale" );
- int nFrameRate = pKeyValues->GetInt( "framerate" );
- TE_Smoke( filter, 0.0f, &vecOrigin, 0, flScale, nFrameRate );
- }
- break;
-
- case TE_SPARKS:
- {
- 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" );
- int nMagnitude = pKeyValues->GetInt( "magnitude" );
- int nTrailLength = pKeyValues->GetInt( "traillength" );
- TE_Sparks( filter, 0.0f, &vecOrigin, nMagnitude, nTrailLength, &vecDirection );
- }
- break;
-
- case TE_BLOOD_STREAM:
- TE_BloodStream( filter, 0.0f, pKeyValues );
- break;
-
- case TE_BLOOD_SPRITE:
- TE_BloodSprite( filter, 0.0f, pKeyValues );
- break;
-
- case TE_BREAK_MODEL:
- TE_BreakModel( filter, 0.0f, pKeyValues );
- break;
-
- case TE_GLOW_SPRITE:
- TE_GlowSprite( filter, 0.0f, pKeyValues );
- break;
-
- case TE_PHYSICS_PROP:
- TE_PhysicsProp( filter, 0.0f, pKeyValues );
- break;
-
- case TE_SPRITE_SINGLE:
- TE_Sprite( filter, 0.0f, pKeyValues );
- break;
-
- case TE_SPRITE_SPRAY:
- TE_SpriteSpray( filter, 0.0f, pKeyValues );
- break;
-
- case TE_SHATTER_SURFACE:
- TE_ShatterSurface( filter, 0.0f, pKeyValues );
- break;
-
- case TE_DECAL:
- TE_Decal( filter, 0.0f, pKeyValues );
- break;
-
- case TE_PROJECT_DECAL:
- TE_ProjectDecal( filter, 0.0f, pKeyValues );
- break;
-
- case TE_EXPLOSION:
- TE_Explosion( filter, 0.0f, pKeyValues );
- break;
-
-#ifdef HL2_DLL
- case TE_CONCUSSIVE_EXPLOSION:
- TE_ConcussiveExplosion( filter, 0.0f, pKeyValues );
- break;
-#endif
- }
-
- SuppressParticleEffects( false );
- g_pEffects->SuppressEffectsSounds( false );
- clienttools->EnableRecordingMode( bIsRecording );
- }
-};
-
-static C_TempEntsSystem g_TESystem;
-// Expose to rest of engine
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+#include "cbase.h"
+#include "itempents.h"
+#include "effect_dispatch_data.h"
+#include "tier1/KeyValues.h"
+#include "iefx.h"
+#include "IEffects.h"
+#include "toolframework_client.h"
+#include "cdll_client_int.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// External definitions
+void TE_ArmorRicochet( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir );
+void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
+ int nStartEntity, const Vector *start, int nEndEntity, const Vector* 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 );
+void TE_BeamEnts( 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 );
+void TE_BeamFollow( IRecipientFilter& filter, float delay,
+ int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
+ float fadeLength,float r, float g, float b, float a );
+void TE_BeamPoints( IRecipientFilter& filter, float delay,
+ const Vector* start, const Vector* 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 );
+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 );
+void TE_BeamRing( IRecipientFilter& filter, float delay,
+ int start, int end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
+void TE_BeamRingPoint( IRecipientFilter& filter, float delay,
+ const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
+void TE_BeamSpline( IRecipientFilter& filter, float delay,
+ int points, Vector* rgPoints );
+void TE_BloodStream( IRecipientFilter& filter, float delay,
+ const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount );
+void TE_BloodStream( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_BloodSprite( IRecipientFilter& filter, float delay,
+ const Vector* org, const Vector *dir, int r, int g, int b, int a, int size );
+void TE_BloodSprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_BreakModel( IRecipientFilter& filter, float delay,
+ const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel,
+ int modelindex, int randomization, int count, float time, int flags );
+void TE_BreakModel( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_BSPDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int entity, int index );
+void TE_ProjectDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle *angles, float distance, int index );
+void TE_ProjectDecal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_Bubbles( IRecipientFilter& filter, float delay,
+ const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
+void TE_BubbleTrail( IRecipientFilter& filter, float delay,
+ const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
+void TE_Decal( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* start, int entity, int hitbox, int index );
+void TE_Decal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_DynamicLight( IRecipientFilter& filter, float delay,
+ const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay, int nLightIndex = LIGHT_INDEX_TE_DYNAMIC );
+void TE_DynamicLight( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_Explosion( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude,
+ const Vector* normal = NULL, unsigned char materialType = 'C', bool bShouldAffectRagdolls = true );
+void TE_Explosion( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_ShatterSurface( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
+ float width, float height, float shardsize, ShatterSurface_t surfacetype,
+ int front_r, int front_g, int front_b, int back_r, int back_g, int back_b);
+void TE_ShatterSurface( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_GlowSprite( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float life, float size, int brightness );
+void TE_GlowSprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_FootprintDecal( IRecipientFilter& filter, float delay, const Vector* origin, const Vector* right,
+ int entity, int index, unsigned char materialType );
+void TE_Fizz( IRecipientFilter& filter, float delay,
+ const C_BaseEntity *ed, int modelindex, int density, int current );
+void TE_KillPlayerAttachments( IRecipientFilter& filter, float delay,
+ int player );
+void TE_LargeFunnel( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, int reversed );
+void TE_MetalSparks( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir );
+void TE_EnergySplash( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir, bool bExplosive );
+void TE_PlayerDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int player, int entity );
+void TE_ShowLine( IRecipientFilter& filter, float delay,
+ const Vector* start, const Vector* end );
+void TE_Smoke( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate );
+void TE_Sparks( IRecipientFilter& filter, float delay,
+ const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir );
+void TE_Sprite( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float size, int brightness );
+void TE_Sprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_SpriteSpray( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count );
+void TE_SpriteSpray( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_WorldDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int index );
+void TE_WorldDecal( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_MuzzleFlash( IRecipientFilter& filter, float delay,
+ const Vector &start, const QAngle &angles, float scale, int type );
+void TE_Dust( IRecipientFilter& filter, float delay,
+ const Vector &pos, const Vector &dir, float size, float speed );
+void TE_GaussExplosion( IRecipientFilter& filter, float delayt,
+ const Vector &pos, const Vector &dir, int type );
+void TE_DispatchEffect( IRecipientFilter& filter, float delay,
+ const Vector &pos, const char *pName, const CEffectData &data );
+void TE_DispatchEffect( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_PhysicsProp( IRecipientFilter& filter, float delay,
+ int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, bool breakmodel, int effects );
+void TE_PhysicsProp( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_ConcussiveExplosion( IRecipientFilter& filter, float delay, KeyValues *pKeyValues );
+void TE_ClientProjectile( IRecipientFilter& filter, float delay,
+ const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner );
+
+class C_TempEntsSystem : public ITempEntsSystem
+{
+private:
+ //-----------------------------------------------------------------------------
+ // Purpose: Returning true means don't even call TE func
+ // Input : filter -
+ // *suppress_host -
+ // Output : static bool
+ //-----------------------------------------------------------------------------
+ bool SuppressTE( IRecipientFilter& filter )
+ {
+ if ( !CanPredict() )
+ return true;
+
+ C_RecipientFilter& _filter = (( C_RecipientFilter & )filter);
+
+ if ( !_filter.GetRecipientCount() )
+ {
+ // Suppress it
+ return true;
+ }
+
+ // There's at least one recipient
+ return false;
+ }
+public:
+
+ virtual void ArmorRicochet( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_ArmorRicochet( filter, delay, pos, dir );
+ }
+ }
+
+ virtual void BeamEntPoint( IRecipientFilter& filter, float delay,
+ int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd,
+ 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 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamEntPoint( filter, delay, nStartEntity, pStart, nEndEntity, pEnd,
+ modelindex, haloindex, startframe, framerate,
+ life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
+ }
+ }
+
+ virtual void BeamEnts( 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 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamEnts( filter, delay,
+ start, end, modelindex, haloindex, startframe, framerate,
+ life, width, endWidth, fadeLength, amplitude,
+ r, g, b, a, speed );
+ }
+ }
+ virtual void BeamFollow( IRecipientFilter& filter, float delay,
+ int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
+ float fadeLength, float r, float g, float b, float a )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamFollow( filter, delay,
+ iEntIndex, modelIndex, haloIndex, life, width, endWidth, fadeLength,
+ r, g, b, a );
+ }
+ }
+ virtual void BeamPoints( IRecipientFilter& filter, float delay,
+ const Vector* start, const Vector* 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 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamPoints( filter, delay,
+ start, end, modelindex, haloindex, startframe, framerate,
+ life, width, endWidth, fadeLength, amplitude,
+ r, g, b, a, speed );
+ }
+ }
+ virtual void 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 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamLaser( filter, delay,
+ start, end, modelindex, haloindex, startframe, framerate,
+ life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
+ }
+ }
+ virtual void BeamRing( IRecipientFilter& filter, float delay,
+ int start, int end, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamRing( filter, delay,
+ start, end, modelindex, haloindex, startframe, framerate,
+ life, width, spread, amplitude, r, g, b, a, speed, flags );
+ }
+ }
+ virtual void BeamRingPoint( IRecipientFilter& filter, float delay,
+ const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
+ float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamRingPoint( filter, delay,
+ center, start_radius, end_radius, modelindex, haloindex, startframe, framerate,
+ life, width, spread, amplitude, r, g, b, a, speed, flags );
+ }
+ }
+ virtual void BeamSpline( IRecipientFilter& filter, float delay,
+ int points, Vector* rgPoints )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BeamSpline( filter, delay, points, rgPoints );
+ }
+ }
+ virtual void BloodStream( IRecipientFilter& filter, float delay,
+ const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount );
+ }
+ }
+ virtual void BloodSprite( IRecipientFilter& filter, float delay,
+ const Vector* org, const Vector *dir, int r, int g, int b, int a, int size )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BloodSprite( filter, delay, org, dir, r, g, b, a, size );
+ }
+ }
+ virtual void BreakModel( IRecipientFilter& filter, float delay,
+ const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel,
+ int modelindex, int randomization, int count, float time, int flags )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BreakModel( filter, delay, pos, angles, size, vel, modelindex, randomization,
+ count, time, flags );
+ }
+ }
+ virtual void BSPDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int entity, int index )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BSPDecal( filter, delay, pos, entity, index );
+ }
+ }
+
+ virtual void ProjectDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle *angles, float distance, int index )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_ProjectDecal( filter, delay, pos, angles, distance, index );
+ }
+ }
+
+ virtual void Bubbles( IRecipientFilter& filter, float delay,
+ const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Bubbles( filter, delay, mins, maxs, height, modelindex, count, speed );
+ }
+ }
+ virtual void BubbleTrail( IRecipientFilter& filter, float delay,
+ const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed );
+ }
+ }
+ virtual void Decal( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* start, int entity, int hitbox, int index )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Decal( filter, delay, pos, start, entity, hitbox, index );
+ }
+ }
+ virtual void DynamicLight( IRecipientFilter& filter, float delay,
+ const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay );
+ }
+ }
+ virtual void Explosion( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Explosion( filter, delay, pos, modelindex, scale, framerate, flags, radius, magnitude,
+ normal, materialType );
+ }
+ }
+ virtual void ShatterSurface( IRecipientFilter& filter, float delay,
+ const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
+ float width, float height, float shardsize, ShatterSurface_t surfacetype,
+ int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_ShatterSurface( filter, delay, pos, angle, vForce, vForcePos,
+ width, height, shardsize, surfacetype, front_r, front_g, front_b, back_r, back_g, back_b);
+ }
+ }
+ virtual void GlowSprite( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float life, float size, int brightness )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness );
+ }
+ }
+ virtual void FootprintDecal( IRecipientFilter& filter, float delay, const Vector* origin, const Vector* right,
+ int entity, int index, unsigned char materialType )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_FootprintDecal( filter, delay, origin, right,
+ entity, index, materialType );
+ }
+ }
+ virtual void Fizz( IRecipientFilter& filter, float delay,
+ const C_BaseEntity *ed, int modelindex, int density, int current )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Fizz( filter, delay,
+ ed, modelindex, density, current );
+ }
+ }
+ virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay,
+ int player )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_KillPlayerAttachments( filter, delay, player );
+ }
+ }
+ virtual void LargeFunnel( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, int reversed )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_LargeFunnel( filter, delay, pos, modelindex, reversed );
+ }
+ }
+ virtual void MetalSparks( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_MetalSparks( filter, delay, pos, dir );
+ }
+ }
+ virtual void EnergySplash( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir, bool bExplosive )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_EnergySplash( filter, delay,
+ pos, dir, bExplosive );
+ }
+ }
+ virtual void PlayerDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int player, int entity )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_PlayerDecal( filter, delay,
+ pos, player, entity );
+ }
+ }
+ virtual void ShowLine( IRecipientFilter& filter, float delay,
+ const Vector* start, const Vector* end )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_ShowLine( filter, delay,
+ start, end );
+ }
+ }
+ virtual void Smoke( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float scale, int framerate )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Smoke( filter, delay,
+ pos, modelindex, scale, framerate );
+ }
+ }
+ virtual void Sparks( IRecipientFilter& filter, float delay,
+ const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Sparks( filter, delay,
+ pos, nMagnitude, nTrailLength, pDir );
+ }
+ }
+ virtual void Sprite( IRecipientFilter& filter, float delay,
+ const Vector* pos, int modelindex, float size, int brightness )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Sprite( filter, delay,
+ pos, modelindex, size, brightness );
+ }
+ }
+ virtual void SpriteSpray( IRecipientFilter& filter, float delay,
+ const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_SpriteSpray( filter, delay,
+ pos, dir, modelindex, speed, noise, count );
+ }
+ }
+ virtual void WorldDecal( IRecipientFilter& filter, float delay,
+ const Vector* pos, int index )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_WorldDecal( filter, delay,
+ pos, index );
+ }
+ }
+ virtual void MuzzleFlash( IRecipientFilter& filter, float delay,
+ const Vector &start, const QAngle &angles, float scale, int type )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_MuzzleFlash( filter, delay,
+ start, angles, scale, type );
+ }
+ }
+ virtual void Dust( IRecipientFilter& filter, float delay,
+ const Vector &pos, const Vector &dir, float size, float speed )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_Dust( filter, delay,
+ pos, dir, size, speed );
+ }
+ }
+ virtual void GaussExplosion( IRecipientFilter& filter, float delay,
+ const Vector &pos, const Vector &dir, int type )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_GaussExplosion( filter, delay, pos, dir, type );
+ }
+ }
+ virtual void DispatchEffect( IRecipientFilter& filter, float delay,
+ const Vector &pos, const char *pName, const CEffectData &data )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_DispatchEffect( filter, delay, pos, pName, data );
+ }
+ }
+ virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin,
+ const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_PhysicsProp( filter, delay, modelindex, skin, pos, angles, vel, flags, effects );
+ }
+ }
+ virtual void ClientProjectile( IRecipientFilter& filter, float delay,
+ const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner )
+ {
+ if ( !SuppressTE( filter ) )
+ {
+ TE_ClientProjectile( filter, delay, vecOrigin, vecVelocity, modelindex, lifetime, pOwner );
+ }
+ }
+
+ // For playback from external tools
+ virtual void TriggerTempEntity( KeyValues *pKeyValues )
+ {
+ g_pEffects->SuppressEffectsSounds( true );
+ SuppressParticleEffects( true );
+
+ // While playing back, suppress recording
+ bool bIsRecording = clienttools->IsInRecordingMode();
+ clienttools->EnableRecordingMode( false );
+
+ CBroadcastRecipientFilter filter;
+
+ TERecordingType_t type = (TERecordingType_t)pKeyValues->GetInt( "te" );
+ switch( type )
+ {
+ case TE_DYNAMIC_LIGHT:
+ TE_DynamicLight( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_WORLD_DECAL:
+ TE_WorldDecal( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_DISPATCH_EFFECT:
+ TE_DispatchEffect( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_MUZZLE_FLASH:
+ {
+ Vector vecOrigin;
+ QAngle angles;
+ vecOrigin.x = pKeyValues->GetFloat( "originx" );
+ vecOrigin.y = pKeyValues->GetFloat( "originy" );
+ vecOrigin.z = pKeyValues->GetFloat( "originz" );
+ angles.x = pKeyValues->GetFloat( "anglesx" );
+ angles.y = pKeyValues->GetFloat( "anglesy" );
+ angles.z = pKeyValues->GetFloat( "anglesz" );
+ float flScale = pKeyValues->GetFloat( "scale" );
+ int nType = pKeyValues->GetInt( "type" );
+
+ TE_MuzzleFlash( filter, 0.0f, vecOrigin, angles, flScale, nType );
+ }
+ break;
+
+ case TE_ARMOR_RICOCHET:
+ {
+ 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" );
+
+ TE_ArmorRicochet( filter, 0.0f, &vecOrigin, &vecDirection );
+ }
+ break;
+
+ case TE_METAL_SPARKS:
+ {
+ 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" );
+
+ TE_MetalSparks( filter, 0.0f, &vecOrigin, &vecDirection );
+ }
+ break;
+
+ case TE_SMOKE:
+ {
+ Vector vecOrigin, vecDirection;
+ vecOrigin.x = pKeyValues->GetFloat( "originx" );
+ vecOrigin.y = pKeyValues->GetFloat( "originy" );
+ vecOrigin.z = pKeyValues->GetFloat( "originz" );
+ float flScale = pKeyValues->GetFloat( "scale" );
+ int nFrameRate = pKeyValues->GetInt( "framerate" );
+ TE_Smoke( filter, 0.0f, &vecOrigin, 0, flScale, nFrameRate );
+ }
+ break;
+
+ case TE_SPARKS:
+ {
+ 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" );
+ int nMagnitude = pKeyValues->GetInt( "magnitude" );
+ int nTrailLength = pKeyValues->GetInt( "traillength" );
+ TE_Sparks( filter, 0.0f, &vecOrigin, nMagnitude, nTrailLength, &vecDirection );
+ }
+ break;
+
+ case TE_BLOOD_STREAM:
+ TE_BloodStream( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_BLOOD_SPRITE:
+ TE_BloodSprite( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_BREAK_MODEL:
+ TE_BreakModel( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_GLOW_SPRITE:
+ TE_GlowSprite( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_PHYSICS_PROP:
+ TE_PhysicsProp( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_SPRITE_SINGLE:
+ TE_Sprite( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_SPRITE_SPRAY:
+ TE_SpriteSpray( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_SHATTER_SURFACE:
+ TE_ShatterSurface( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_DECAL:
+ TE_Decal( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_PROJECT_DECAL:
+ TE_ProjectDecal( filter, 0.0f, pKeyValues );
+ break;
+
+ case TE_EXPLOSION:
+ TE_Explosion( filter, 0.0f, pKeyValues );
+ break;
+
+#ifdef HL2_DLL
+ case TE_CONCUSSIVE_EXPLOSION:
+ TE_ConcussiveExplosion( filter, 0.0f, pKeyValues );
+ break;
+#endif
+ }
+
+ SuppressParticleEffects( false );
+ g_pEffects->SuppressEffectsSounds( false );
+ clienttools->EnableRecordingMode( bIsRecording );
+ }
+};
+
+static C_TempEntsSystem g_TESystem;
+// Expose to rest of engine
ITempEntsSystem *te = &g_TESystem; \ No newline at end of file