diff options
Diffstat (limited to 'mp/src/game/shared/effect_dispatch_data.h')
| -rw-r--r-- | mp/src/game/shared/effect_dispatch_data.h | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/mp/src/game/shared/effect_dispatch_data.h b/mp/src/game/shared/effect_dispatch_data.h new file mode 100644 index 00000000..4610ab35 --- /dev/null +++ b/mp/src/game/shared/effect_dispatch_data.h @@ -0,0 +1,139 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//===========================================================================//
+
+#ifndef EFFECT_DISPATCH_DATA_H
+#define EFFECT_DISPATCH_DATA_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "particle_parse.h"
+
+#ifdef CLIENT_DLL
+
+ #include "dt_recv.h"
+ #include "client_class.h"
+
+ EXTERN_RECV_TABLE( DT_EffectData );
+
+#else
+
+ #include "dt_send.h"
+ #include "server_class.h"
+
+ EXTERN_SEND_TABLE( DT_EffectData );
+
+#endif
+
+// NOTE: These flags are specifically *not* networked; so it's placed above the max effect flag bits
+#define EFFECTDATA_NO_RECORD 0x80000000
+
+#define MAX_EFFECT_FLAG_BITS 8
+
+#define CUSTOM_COLOR_CP1 9
+#define CUSTOM_COLOR_CP2 10
+
+// This is the class that holds whatever data we're sending down to the client to make the effect.
+class CEffectData
+{
+public:
+ Vector m_vOrigin;
+ Vector m_vStart;
+ Vector m_vNormal;
+ QAngle m_vAngles;
+ int m_fFlags;
+#ifdef CLIENT_DLL
+ ClientEntityHandle_t m_hEntity;
+#else
+ int m_nEntIndex;
+#endif
+ float m_flScale;
+ float m_flMagnitude;
+ float m_flRadius;
+ int m_nAttachmentIndex;
+ short m_nSurfaceProp;
+
+ // Some TF2 specific things
+ int m_nMaterial;
+ int m_nDamageType;
+ int m_nHitBox;
+
+ unsigned char m_nColor;
+
+ // Color customizability
+ bool m_bCustomColors;
+ te_tf_particle_effects_colors_t m_CustomColors;
+
+ bool m_bControlPoint1;
+ te_tf_particle_effects_control_point_t m_ControlPoint1;
+
+// Don't mess with stuff below here. DispatchEffect handles all of this.
+public:
+ CEffectData()
+ {
+ m_vOrigin.Init();
+ m_vStart.Init();
+ m_vNormal.Init();
+ m_vAngles.Init();
+
+ m_fFlags = 0;
+#ifdef CLIENT_DLL
+ m_hEntity = INVALID_EHANDLE_INDEX;
+#else
+ m_nEntIndex = 0;
+#endif
+ m_flScale = 1.f;
+ m_nAttachmentIndex = 0;
+ m_nSurfaceProp = 0;
+
+ m_flMagnitude = 0.0f;
+ m_flRadius = 0.0f;
+
+ m_nMaterial = 0;
+ m_nDamageType = 0;
+ m_nHitBox = 0;
+
+ m_nColor = 0;
+
+ m_bCustomColors = false;
+ m_CustomColors.m_vecColor1.Init();
+ m_CustomColors.m_vecColor2.Init();
+
+ m_bControlPoint1 = false;
+ m_ControlPoint1.m_eParticleAttachment = PATTACH_ABSORIGIN;
+ m_ControlPoint1.m_vecOffset.Init();
+ }
+
+ int GetEffectNameIndex() { return m_iEffectName; }
+
+#ifdef CLIENT_DLL
+ IClientRenderable *GetRenderable() const;
+ C_BaseEntity *GetEntity() const;
+ int entindex() const;
+#endif
+
+private:
+
+ #ifdef CLIENT_DLL
+ DECLARE_CLIENTCLASS_NOBASE()
+ #else
+ DECLARE_SERVERCLASS_NOBASE()
+ #endif
+
+ int m_iEffectName; // Entry in the EffectDispatch network string table. The is automatically handled by DispatchEffect().
+};
+
+
+#define MAX_EFFECT_DISPATCH_STRING_BITS 10
+#define MAX_EFFECT_DISPATCH_STRINGS ( 1 << MAX_EFFECT_DISPATCH_STRING_BITS )
+
+#ifdef CLIENT_DLL
+bool SuppressingParticleEffects();
+void SuppressParticleEffects( bool bSuppress );
+#endif
+
+#endif // EFFECT_DISPATCH_DATA_H
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