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| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/game/server/EffectsServer.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/game/server/EffectsServer.cpp')
| -rw-r--r-- | mp/src/game/server/EffectsServer.cpp | 396 |
1 files changed, 198 insertions, 198 deletions
diff --git a/mp/src/game/server/EffectsServer.cpp b/mp/src/game/server/EffectsServer.cpp index e5f47eb4..7f0dd0f3 100644 --- a/mp/src/game/server/EffectsServer.cpp +++ b/mp/src/game/server/EffectsServer.cpp @@ -1,198 +1,198 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose: Utility code.
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "te.h"
-#include "shake.h"
-#include "decals.h"
-#include "IEffects.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
-extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood
-extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood
-
-
-//-----------------------------------------------------------------------------
-// Client-server neutral effects interface
-//-----------------------------------------------------------------------------
-class CEffectsServer : public IEffects
-{
-public:
- CEffectsServer();
- virtual ~CEffectsServer();
-
- // Members of the IEffect interface
- virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex,
- int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
- float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
- unsigned char noise, unsigned char red, unsigned char green,
- unsigned char blue, unsigned char brightness, unsigned char speed);
- virtual void Smoke( const Vector &origin, int mModel, float flScale, float flFramerate );
- virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL );
- virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed );
- virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type );
- virtual void MetalSparks( const Vector &position, const Vector &direction );
- virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false );
- virtual void Ricochet( const Vector &position, const Vector &direction );
-
- // FIXME: Should these methods remain in this interface? Or go in some
- // other client-server neutral interface?
- virtual float Time();
- virtual bool IsServer();
- virtual void SuppressEffectsSounds( bool bSuppress ) { Assert(0); }
-
-private:
- //-----------------------------------------------------------------------------
- // Purpose: Returning true means don't even call TE func
- // Input : filter -
- // *suppress_host -
- // Output : static bool
- //-----------------------------------------------------------------------------
- bool SuppressTE( CRecipientFilter& filter )
- {
- if ( GetSuppressHost() )
- {
- if ( !filter.IgnorePredictionCull() )
- {
- filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() );
- }
-
- if ( !filter.GetRecipientCount() )
- {
- // Suppress it
- return true;
- }
- }
-
- // There's at least one recipient
- return false;
- }
-};
-
-
-//-----------------------------------------------------------------------------
-// Client-server neutral effects interface accessor
-//-----------------------------------------------------------------------------
-static CEffectsServer s_EffectServer;
-EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsServer, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectServer);
-IEffects *g_pEffects = &s_EffectServer;
-
-
-//-----------------------------------------------------------------------------
-// constructor, destructor
-//-----------------------------------------------------------------------------
-CEffectsServer::CEffectsServer()
-{
-}
-
-CEffectsServer::~CEffectsServer()
-{
-}
-
-
-//-----------------------------------------------------------------------------
-// Generates a beam
-//-----------------------------------------------------------------------------
-void CEffectsServer::Beam( const Vector &vecStart, const Vector &vecEnd, int nModelIndex,
- int nHaloIndex, unsigned char frameStart, unsigned char frameRate,
- float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength,
- unsigned char noise, unsigned char red, unsigned char green,
- unsigned char blue, unsigned char brightness, unsigned char speed)
-{
- CBroadcastRecipientFilter filter;
- if ( !SuppressTE( filter ) )
- {
- te->BeamPoints( filter, 0.0,
- &vecStart, &vecEnd, nModelIndex, nHaloIndex, frameStart, frameRate, flLife,
- width, endWidth, fadeLength, noise, red, green, blue, brightness, speed );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// Generates various tempent effects
-//-----------------------------------------------------------------------------
-void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate )
-{
- CPVSFilter filter( origin );
- if ( !SuppressTE( filter ) )
- {
- te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, flFramerate );
- }
-}
-
-void CEffectsServer::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pvecDir )
-{
- CPVSFilter filter( position );
- if ( !SuppressTE( filter ) )
- {
- te->Sparks( filter, 0.0, &position, nMagnitude, nTrailLength, pvecDir );
- }
-}
-
-void CEffectsServer::Dust( const Vector &pos, const Vector &dir, float size, float speed )
-{
- CPVSFilter filter( pos );
- if ( !SuppressTE( filter ) )
- {
- te->Dust( filter, 0.0, pos, dir, size, speed );
- }
-}
-
-void CEffectsServer::MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type )
-{
- CPVSFilter filter( origin );
- if ( !SuppressTE( filter ) )
- {
- te->MuzzleFlash( filter, 0.0f, origin, angles, scale, type );
- }
-}
-
-void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction )
-{
- CPVSFilter filter( position );
- if ( !SuppressTE( filter ) )
- {
- te->MetalSparks( filter, 0.0, &position, &direction );
- }
-}
-
-void CEffectsServer::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive )
-{
- CPVSFilter filter( position );
- if ( !SuppressTE( filter ) )
- {
- te->EnergySplash( filter, 0.0, &position, &direction, bExplosive );
- }
-}
-
-void CEffectsServer::Ricochet( const Vector &position, const Vector &direction )
-{
- CPVSFilter filter( position );
- if ( !SuppressTE( filter ) )
- {
- te->ArmorRicochet( filter, 0.0, &position, &direction );
- }
-}
-
-
-//-----------------------------------------------------------------------------
-// FIXME: Should these methods remain in this interface? Or go in some
-// other client-server neutral interface?
-//-----------------------------------------------------------------------------
-float CEffectsServer::Time()
-{
- return gpGlobals->curtime;
-}
-
-bool CEffectsServer::IsServer()
-{
- return true;
-}
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: Utility code. +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "te.h" +#include "shake.h" +#include "decals.h" +#include "IEffects.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 +extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood +extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface +//----------------------------------------------------------------------------- +class CEffectsServer : public IEffects +{ +public: + CEffectsServer(); + virtual ~CEffectsServer(); + + // Members of the IEffect interface + virtual void Beam( const Vector &Start, const Vector &End, int nModelIndex, + int nHaloIndex, unsigned char frameStart, unsigned char frameRate, + float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength, + unsigned char noise, unsigned char red, unsigned char green, + unsigned char blue, unsigned char brightness, unsigned char speed); + virtual void Smoke( const Vector &origin, int mModel, float flScale, float flFramerate ); + virtual void Sparks( const Vector &position, int nMagnitude = 1, int nTrailLength = 1, const Vector *pvecDir = NULL ); + virtual void Dust( const Vector &pos, const Vector &dir, float size, float speed ); + virtual void MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type ); + virtual void MetalSparks( const Vector &position, const Vector &direction ); + virtual void EnergySplash( const Vector &position, const Vector &direction, bool bExplosive = false ); + virtual void Ricochet( const Vector &position, const Vector &direction ); + + // FIXME: Should these methods remain in this interface? Or go in some + // other client-server neutral interface? + virtual float Time(); + virtual bool IsServer(); + virtual void SuppressEffectsSounds( bool bSuppress ) { Assert(0); } + +private: + //----------------------------------------------------------------------------- + // Purpose: Returning true means don't even call TE func + // Input : filter - + // *suppress_host - + // Output : static bool + //----------------------------------------------------------------------------- + bool SuppressTE( CRecipientFilter& filter ) + { + if ( GetSuppressHost() ) + { + if ( !filter.IgnorePredictionCull() ) + { + filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() ); + } + + if ( !filter.GetRecipientCount() ) + { + // Suppress it + return true; + } + } + + // There's at least one recipient + return false; + } +}; + + +//----------------------------------------------------------------------------- +// Client-server neutral effects interface accessor +//----------------------------------------------------------------------------- +static CEffectsServer s_EffectServer; +EXPOSE_SINGLE_INTERFACE_GLOBALVAR(CEffectsServer, IEffects, IEFFECTS_INTERFACE_VERSION, s_EffectServer); +IEffects *g_pEffects = &s_EffectServer; + + +//----------------------------------------------------------------------------- +// constructor, destructor +//----------------------------------------------------------------------------- +CEffectsServer::CEffectsServer() +{ +} + +CEffectsServer::~CEffectsServer() +{ +} + + +//----------------------------------------------------------------------------- +// Generates a beam +//----------------------------------------------------------------------------- +void CEffectsServer::Beam( const Vector &vecStart, const Vector &vecEnd, int nModelIndex, + int nHaloIndex, unsigned char frameStart, unsigned char frameRate, + float flLife, unsigned char width, unsigned char endWidth, unsigned char fadeLength, + unsigned char noise, unsigned char red, unsigned char green, + unsigned char blue, unsigned char brightness, unsigned char speed) +{ + CBroadcastRecipientFilter filter; + if ( !SuppressTE( filter ) ) + { + te->BeamPoints( filter, 0.0, + &vecStart, &vecEnd, nModelIndex, nHaloIndex, frameStart, frameRate, flLife, + width, endWidth, fadeLength, noise, red, green, blue, brightness, speed ); + } +} + + +//----------------------------------------------------------------------------- +// Generates various tempent effects +//----------------------------------------------------------------------------- +void CEffectsServer::Smoke( const Vector &origin, int mModel, float flScale, float flFramerate ) +{ + CPVSFilter filter( origin ); + if ( !SuppressTE( filter ) ) + { + te->Smoke( filter, 0.0, &origin, mModel, flScale * 0.1f, flFramerate ); + } +} + +void CEffectsServer::Sparks( const Vector &position, int nMagnitude, int nTrailLength, const Vector *pvecDir ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->Sparks( filter, 0.0, &position, nMagnitude, nTrailLength, pvecDir ); + } +} + +void CEffectsServer::Dust( const Vector &pos, const Vector &dir, float size, float speed ) +{ + CPVSFilter filter( pos ); + if ( !SuppressTE( filter ) ) + { + te->Dust( filter, 0.0, pos, dir, size, speed ); + } +} + +void CEffectsServer::MuzzleFlash( const Vector &origin, const QAngle &angles, float scale, int type ) +{ + CPVSFilter filter( origin ); + if ( !SuppressTE( filter ) ) + { + te->MuzzleFlash( filter, 0.0f, origin, angles, scale, type ); + } +} + +void CEffectsServer::MetalSparks( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->MetalSparks( filter, 0.0, &position, &direction ); + } +} + +void CEffectsServer::EnergySplash( const Vector &position, const Vector &direction, bool bExplosive ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->EnergySplash( filter, 0.0, &position, &direction, bExplosive ); + } +} + +void CEffectsServer::Ricochet( const Vector &position, const Vector &direction ) +{ + CPVSFilter filter( position ); + if ( !SuppressTE( filter ) ) + { + te->ArmorRicochet( filter, 0.0, &position, &direction ); + } +} + + +//----------------------------------------------------------------------------- +// FIXME: Should these methods remain in this interface? Or go in some +// other client-server neutral interface? +//----------------------------------------------------------------------------- +float CEffectsServer::Time() +{ + return gpGlobals->curtime; +} + +bool CEffectsServer::IsServer() +{ + return true; +} |