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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/client/c_te_beamlaser.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/client/c_te_beamlaser.cpp')
-rw-r--r--mp/src/game/client/c_te_beamlaser.cpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/mp/src/game/client/c_te_beamlaser.cpp b/mp/src/game/client/c_te_beamlaser.cpp
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+++ b/mp/src/game/client/c_te_beamlaser.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Beam that's used for the sniper's laser sight
+//
+// $NoKeywords: $
+//=============================================================================//
+#include "cbase.h"
+#include "tempentity.h"
+#include "c_te_basebeam.h"
+#include "iviewrender_beams.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+//-----------------------------------------------------------------------------
+// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
+//-----------------------------------------------------------------------------
+class C_TEBeamLaser : public C_TEBaseBeam
+{
+ DECLARE_CLASS( C_TEBeamLaser, C_TEBaseBeam );
+public:
+ DECLARE_CLIENTCLASS();
+
+ C_TEBeamLaser( void );
+ virtual ~C_TEBeamLaser( void );
+
+ virtual void PostDataUpdate( DataUpdateType_t updateType );
+
+public:
+ int m_nStartEntity;
+ int m_nEndEntity;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEBeamLaser::C_TEBeamLaser( void )
+{
+ m_nStartEntity = 0;
+ m_nEndEntity = 0;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+C_TEBeamLaser::~C_TEBeamLaser( void )
+{
+}
+
+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 )
+{
+ beams->CreateBeamEnts( start, end, modelindex, haloindex, 0.0f,
+ life, width, endWidth, fadeLength, amplitude, a, 0.1 * speed,
+ startframe, 0.1 * framerate, r, g, b, TE_BEAMLASER );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : bool -
+//-----------------------------------------------------------------------------
+void C_TEBeamLaser::PostDataUpdate( DataUpdateType_t updateType )
+{
+ beams->CreateBeamEnts( m_nStartEntity, m_nEndEntity, m_nModelIndex, m_nHaloIndex, 0.0f,
+ m_fLife, m_fWidth, m_fEndWidth, m_nFadeLength, m_fAmplitude, a, 0.1 * m_nSpeed,
+ m_nStartFrame, 0.1 * m_nFrameRate, r, g, b, TE_BEAMLASER );
+}
+
+IMPLEMENT_CLIENTCLASS_EVENT_DT(C_TEBeamLaser, DT_TEBeamLaser, CTEBeamLaser)
+ RecvPropInt(RECVINFO(m_nStartEntity)),
+ RecvPropInt( RECVINFO(m_nEndEntity)),
+END_RECV_TABLE()