diff options
| 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 /sp/src/game/server/te.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 'sp/src/game/server/te.cpp')
| -rw-r--r-- | sp/src/game/server/te.cpp | 1052 |
1 files changed, 526 insertions, 526 deletions
diff --git a/sp/src/game/server/te.cpp b/sp/src/game/server/te.cpp index 432b0420..f5638b5c 100644 --- a/sp/src/game/server/te.cpp +++ b/sp/src/game/server/te.cpp @@ -1,526 +1,526 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#include "cbase.h"
-#include "te.h"
-#include "effect_dispatch_data.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_BloodSprite( IRecipientFilter& filter, float delay,
- const Vector* org, const Vector *dir, int r, int g, int b, int a, int size );
-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_BSPDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int entity, int index );
-void TE_ProjectDecal( IRecipientFilter& filer, float delay,
- const Vector* pos, const QAngle *angles, float distance, int index );
-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_DynamicLight( IRecipientFilter& filter, float delay,
- const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay );
-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' );
-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_GlowSprite( IRecipientFilter& filter, float delay,
- const Vector* pos, int modelindex, float life, float size, int brightness );
-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 CBaseEntity *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_SpriteSpray( IRecipientFilter& filter, float delay,
- const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count );
-void TE_WorldDecal( IRecipientFilter& filter, float delay,
- const Vector* pos, int index );
-void TE_MuzzleFlash( IRecipientFilter& filter, float delayt,
- const Vector &start, const QAngle &angles, float scale, int type );
-void TE_Dust( IRecipientFilter& filter, float delayt,
- const Vector &pos, const Vector &dir, float size, float speed );
-void TE_DispatchEffect( IRecipientFilter& filter, float delay,
- const Vector &pos, const char *pName, const CEffectData &data );
-void TE_PhysicsProp( IRecipientFilter& filter, float delay,
- int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects );
-void TE_ClientProjectile( IRecipientFilter& filter, float delay,
- const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner );
-
-#ifdef HL2_DLL
-void TE_GaussExplosion( IRecipientFilter& filter, float delayt,
- const Vector &pos, const Vector &dir, int type );
-#endif
-
-class CTempEntsSystem : 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 ( GetSuppressHost() )
- {
- CRecipientFilter& _filter = (( CRecipientFilter & )filter);
-
- if ( !_filter.IgnorePredictionCull() )
- {
- _filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() );
- }
-
- 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 )
- {
- 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 )
- {
- 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 &angle, const Vector& size, const Vector& vel,
- int modelindex, int randomization, int count, float time, int flags )
- {
- if ( !SuppressTE( filter ) )
- {
- TE_BreakModel( filter, delay, pos, angle, 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 CBaseEntity *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 )
- {
-#ifdef HL2_DLL
- if ( !SuppressTE( filter ) )
- {
- TE_GaussExplosion( filter, delay, pos, dir, type );
- }
-#endif
- }
-
- 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 );
- }
- }
-
- // For playback from external tools
- virtual void TriggerTempEntity( KeyValues *pKeyValues )
- {
- Assert(0);
- }
-
- 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 );
- }
- }
-};
-
-static CTempEntsSystem g_TESystem;
-// Expose to rest of engine
-ITempEntsSystem *te = &g_TESystem;
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +//=============================================================================// + +#include "cbase.h" +#include "te.h" +#include "effect_dispatch_data.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_BloodSprite( IRecipientFilter& filter, float delay, + const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ); +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_BSPDecal( IRecipientFilter& filter, float delay, + const Vector* pos, int entity, int index ); +void TE_ProjectDecal( IRecipientFilter& filer, float delay, + const Vector* pos, const QAngle *angles, float distance, int index ); +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_DynamicLight( IRecipientFilter& filter, float delay, + const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ); +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' ); +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_GlowSprite( IRecipientFilter& filter, float delay, + const Vector* pos, int modelindex, float life, float size, int brightness ); +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 CBaseEntity *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_SpriteSpray( IRecipientFilter& filter, float delay, + const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count ); +void TE_WorldDecal( IRecipientFilter& filter, float delay, + const Vector* pos, int index ); +void TE_MuzzleFlash( IRecipientFilter& filter, float delayt, + const Vector &start, const QAngle &angles, float scale, int type ); +void TE_Dust( IRecipientFilter& filter, float delayt, + const Vector &pos, const Vector &dir, float size, float speed ); +void TE_DispatchEffect( IRecipientFilter& filter, float delay, + const Vector &pos, const char *pName, const CEffectData &data ); +void TE_PhysicsProp( IRecipientFilter& filter, float delay, + int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ); +void TE_ClientProjectile( IRecipientFilter& filter, float delay, + const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ); + +#ifdef HL2_DLL +void TE_GaussExplosion( IRecipientFilter& filter, float delayt, + const Vector &pos, const Vector &dir, int type ); +#endif + +class CTempEntsSystem : 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 ( GetSuppressHost() ) + { + CRecipientFilter& _filter = (( CRecipientFilter & )filter); + + if ( !_filter.IgnorePredictionCull() ) + { + _filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() ); + } + + 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 ) + { + 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 ) + { + 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 &angle, const Vector& size, const Vector& vel, + int modelindex, int randomization, int count, float time, int flags ) + { + if ( !SuppressTE( filter ) ) + { + TE_BreakModel( filter, delay, pos, angle, 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 CBaseEntity *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 ) + { +#ifdef HL2_DLL + if ( !SuppressTE( filter ) ) + { + TE_GaussExplosion( filter, delay, pos, dir, type ); + } +#endif + } + + 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 ); + } + } + + // For playback from external tools + virtual void TriggerTempEntity( KeyValues *pKeyValues ) + { + Assert(0); + } + + 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 ); + } + } +}; + +static CTempEntsSystem g_TESystem; +// Expose to rest of engine +ITempEntsSystem *te = &g_TESystem; |