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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/server/te_beamringpoint.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/server/te_beamringpoint.cpp')
-rw-r--r--mp/src/game/server/te_beamringpoint.cpp124
1 files changed, 124 insertions, 0 deletions
diff --git a/mp/src/game/server/te_beamringpoint.cpp b/mp/src/game/server/te_beamringpoint.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $Workfile: $
+// $Date: $
+//
+//-----------------------------------------------------------------------------
+// $Log: $
+//
+// $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: Dispatches a beam ring between two entities
+//-----------------------------------------------------------------------------
+class CTEBeamRingPoint : public CTEBaseBeam
+{
+public:
+ DECLARE_CLASS( CTEBeamRingPoint, CTEBaseBeam );
+ DECLARE_SERVERCLASS();
+
+ CTEBeamRingPoint( const char *name );
+ virtual ~CTEBeamRingPoint( void );
+
+ virtual void Test( const Vector& current_origin, const QAngle& current_angles );
+
+public:
+ CNetworkVector( m_vecCenter );
+ CNetworkVar( float, m_flStartRadius );
+ CNetworkVar( float, m_flEndRadius );
+};
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *name -
+//-----------------------------------------------------------------------------
+CTEBeamRingPoint::CTEBeamRingPoint( const char *name ) :
+ CTEBaseBeam( name )
+{
+ m_vecCenter.Init();
+ m_flStartRadius = 0.0f;
+ m_flEndRadius = 0.0f;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+CTEBeamRingPoint::~CTEBeamRingPoint( void )
+{
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : *current_origin -
+// *current_angles -
+//-----------------------------------------------------------------------------
+void CTEBeamRingPoint::Test( const Vector& current_origin, const QAngle& current_angles )
+{
+ m_vecCenter = current_origin;
+ m_flEndRadius = 256.0f;
+ m_flStartRadius = 16.0f;
+
+ m_nModelIndex = g_sModelIndexSmoke;
+ m_nStartFrame = 0;
+ m_nFrameRate = 2;
+ m_fLife = 10.0;
+ m_fWidth = 2.0;
+ m_fAmplitude = 1;
+ r = 255;
+ g = 255;
+ b = 0;
+ a = 127;
+ m_nSpeed = 5;
+
+ CBroadcastRecipientFilter filter;
+ Create( filter, 0.0 );
+}
+
+
+IMPLEMENT_SERVERCLASS_ST( CTEBeamRingPoint, DT_TEBeamRingPoint)
+ SendPropVector( SENDINFO(m_vecCenter), -1, SPROP_COORD ),
+ SendPropFloat( SENDINFO(m_flStartRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ),
+ SendPropFloat( SENDINFO(m_flEndRadius), 16, SPROP_ROUNDUP, 0.0f, 4096.0f ),
+END_SEND_TABLE()
+
+
+// Singleton to fire TEBeamRingPoint objects
+static CTEBeamRingPoint g_TEBeamRingPoint( "BeamRingPoint" );
+
+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 )
+{
+ g_TEBeamRingPoint.m_vecCenter = center;
+ g_TEBeamRingPoint.m_flStartRadius = start_radius;
+ g_TEBeamRingPoint.m_flEndRadius = end_radius;
+ g_TEBeamRingPoint.m_nModelIndex = modelindex;
+ g_TEBeamRingPoint.m_nHaloIndex = haloindex;
+ g_TEBeamRingPoint.m_nStartFrame = startframe;
+ g_TEBeamRingPoint.m_nFrameRate = framerate;
+ g_TEBeamRingPoint.m_fLife = life;
+ g_TEBeamRingPoint.m_fWidth = width;
+ g_TEBeamRingPoint.m_fEndWidth = width;
+ g_TEBeamRingPoint.m_nFadeLength = 0;
+ g_TEBeamRingPoint.m_fAmplitude = amplitude;
+ g_TEBeamRingPoint.m_nSpeed = speed;
+ g_TEBeamRingPoint.r = r;
+ g_TEBeamRingPoint.g = g;
+ g_TEBeamRingPoint.b = b;
+ g_TEBeamRingPoint.a = a;
+ g_TEBeamRingPoint.m_nFlags = flags;
+
+ // Send it over the wire
+ g_TEBeamRingPoint.Create( filter, delay );
+} \ No newline at end of file