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527 lines
19 KiB
527 lines
19 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "te.h"
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#include "effect_dispatch_data.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// External definitions
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void TE_ArmorRicochet( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir );
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void TE_BeamEntPoint( IRecipientFilter& filter, float delay,
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int nStartEntity, const Vector *start, int nEndEntity, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed );
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void TE_BeamEnts( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed );
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void TE_BeamFollow( IRecipientFilter& filter, float delay,
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
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float fadeLength,float r, float g, float b, float a );
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void TE_BeamPoints( IRecipientFilter& filter, float delay,
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const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed );
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void TE_BeamLaser( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed );
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void TE_BeamRing( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
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void TE_BeamRingPoint( IRecipientFilter& filter, float delay,
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 );
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void TE_BeamSpline( IRecipientFilter& filter, float delay,
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int points, Vector* rgPoints );
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void TE_BloodStream( IRecipientFilter& filter, float delay,
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount );
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void TE_BloodSprite( IRecipientFilter& filter, float delay,
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const Vector* org, const Vector *dir, int r, int g, int b, int a, int size );
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void TE_BreakModel( IRecipientFilter& filter, float delay,
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const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel,
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int modelindex, int randomization, int count, float time, int flags );
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void TE_BSPDecal( IRecipientFilter& filter, float delay,
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const Vector* pos, int entity, int index );
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void TE_ProjectDecal( IRecipientFilter& filer, float delay,
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const Vector* pos, const QAngle *angles, float distance, int index );
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void TE_Bubbles( IRecipientFilter& filter, float delay,
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
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void TE_BubbleTrail( IRecipientFilter& filter, float delay,
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed );
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void TE_Decal( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* start, int entity, int hitbox, int index );
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void TE_DynamicLight( IRecipientFilter& filter, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay );
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void TE_Explosion( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' );
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void TE_ShatterSurface( IRecipientFilter& filter, float delay,
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
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float width, float height, float shardsize, ShatterSurface_t surfacetype,
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b);
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void TE_GlowSprite( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float life, float size, int brightness );
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void TE_FootprintDecal( IRecipientFilter& filter, float delay, const Vector *origin, const Vector* right,
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int entity, int index, unsigned char materialType );
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void TE_Fizz( IRecipientFilter& filter, float delay,
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const CBaseEntity *ed, int modelindex, int density, int current );
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void TE_KillPlayerAttachments( IRecipientFilter& filter, float delay,
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int player );
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void TE_LargeFunnel( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, int reversed );
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void TE_MetalSparks( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir );
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void TE_EnergySplash( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir, bool bExplosive );
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void TE_PlayerDecal( IRecipientFilter& filter, float delay,
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const Vector* pos, int player, int entity );
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void TE_ShowLine( IRecipientFilter& filter, float delay,
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const Vector* start, const Vector* end );
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void TE_Smoke( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float scale, int framerate );
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void TE_Sparks( IRecipientFilter& filter, float delay,
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const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir );
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void TE_Sprite( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float size, int brightness );
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void TE_SpriteSpray( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count );
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void TE_WorldDecal( IRecipientFilter& filter, float delay,
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const Vector* pos, int index );
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void TE_MuzzleFlash( IRecipientFilter& filter, float delayt,
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const Vector &start, const QAngle &angles, float scale, int type );
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void TE_Dust( IRecipientFilter& filter, float delayt,
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const Vector &pos, const Vector &dir, float size, float speed );
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void TE_DispatchEffect( IRecipientFilter& filter, float delay,
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const Vector &pos, const char *pName, const CEffectData &data );
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void TE_PhysicsProp( IRecipientFilter& filter, float delay,
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int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects );
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void TE_ClientProjectile( IRecipientFilter& filter, float delay,
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const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner );
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#ifdef HL2_DLL
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void TE_GaussExplosion( IRecipientFilter& filter, float delayt,
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const Vector &pos, const Vector &dir, int type );
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#endif
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class CTempEntsSystem : public ITempEntsSystem
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{
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private:
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//-----------------------------------------------------------------------------
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// Purpose: Returning true means don't even call TE func
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// Input : filter -
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// *suppress_host -
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// Output : static bool
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//-----------------------------------------------------------------------------
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bool SuppressTE( IRecipientFilter& filter )
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{
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if ( GetSuppressHost() )
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{
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CRecipientFilter& _filter = (( CRecipientFilter & )filter);
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if ( !_filter.IgnorePredictionCull() )
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{
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_filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() );
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}
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if ( !_filter.GetRecipientCount() )
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{
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// Suppress it
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return true;
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}
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}
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// There's at least one recipient
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return false;
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}
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public:
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virtual void ArmorRicochet( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_ArmorRicochet( filter, delay, pos, dir );
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}
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}
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virtual void BeamEntPoint( IRecipientFilter& filter, float delay,
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int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd,
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int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamEntPoint( filter, delay, nStartEntity, pStart, nEndEntity, pEnd, modelindex, haloindex, startframe, framerate,
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life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
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}
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}
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virtual void BeamEnts( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamEnts( filter, delay,
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start, end, modelindex, haloindex, startframe, framerate,
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life, width, endWidth, fadeLength, amplitude,
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r, g, b, a, speed );
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}
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}
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virtual void BeamFollow( IRecipientFilter& filter, float delay,
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
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float fadeLength, float r, float g, float b, float a )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamFollow( filter, delay,
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iEntIndex, modelIndex, haloIndex, life, width, endWidth, fadeLength,
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r, g, b, a );
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}
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}
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virtual void BeamPoints( IRecipientFilter& filter, float delay,
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const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude,
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int r, int g, int b, int a, int speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamPoints( filter, delay,
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start, end, modelindex, haloindex, startframe, framerate,
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life, width, endWidth, fadeLength, amplitude,
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r, g, b, a, speed );
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}
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}
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virtual void BeamLaser( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamLaser( filter, delay,
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start, end, modelindex, haloindex, startframe, framerate,
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life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed );
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}
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}
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virtual void BeamRing( IRecipientFilter& filter, float delay,
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int start, int end, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamRing( filter, delay,
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start, end, modelindex, haloindex, startframe, framerate,
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life, width, spread, amplitude, r, g, b, a, speed, flags );
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}
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}
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virtual void BeamRingPoint( IRecipientFilter& filter, float delay,
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate,
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamRingPoint( filter, delay,
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center, start_radius, end_radius, modelindex, haloindex, startframe, framerate,
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life, width, spread, amplitude, r, g, b, a, speed, flags );
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}
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}
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virtual void BeamSpline( IRecipientFilter& filter, float delay,
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int points, Vector* rgPoints )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BeamSpline( filter, delay, points, rgPoints );
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}
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}
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virtual void BloodStream( IRecipientFilter& filter, float delay,
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount );
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}
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}
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virtual void BloodSprite( IRecipientFilter& filter, float delay,
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const Vector* org, const Vector *dir, int r, int g, int b, int a, int size )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BloodSprite( filter, delay, org, dir, r, g, b, a, size );
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}
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}
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virtual void BreakModel( IRecipientFilter& filter, float delay,
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const Vector& pos, const QAngle &angle, const Vector& size, const Vector& vel,
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int modelindex, int randomization, int count, float time, int flags )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BreakModel( filter, delay, pos, angle, size, vel, modelindex, randomization, count, time, flags );
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}
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}
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virtual void BSPDecal( IRecipientFilter& filter, float delay,
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const Vector* pos, int entity, int index )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BSPDecal( filter, delay, pos, entity, index );
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}
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}
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virtual void ProjectDecal( IRecipientFilter& filter, float delay,
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const Vector* pos, const QAngle *angles, float distance, int index )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_ProjectDecal( filter, delay, pos, angles, distance, index );
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}
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}
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virtual void Bubbles( IRecipientFilter& filter, float delay,
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_Bubbles( filter, delay, mins, maxs, height, modelindex, count, speed );
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}
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}
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virtual void BubbleTrail( IRecipientFilter& filter, float delay,
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const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed );
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}
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}
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virtual void Decal( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* start, int entity, int hitbox, int index )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_Decal( filter, delay, pos, start, entity, hitbox, index );
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}
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}
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virtual void DynamicLight( IRecipientFilter& filter, float delay,
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay );
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}
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}
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virtual void Explosion( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_Explosion( filter, delay, pos, modelindex, scale, framerate, flags, radius, magnitude, normal, materialType );
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}
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}
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virtual void ShatterSurface( IRecipientFilter& filter, float delay,
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos,
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float width, float height, float shardsize, ShatterSurface_t surfacetype,
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b)
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{
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if ( !SuppressTE( filter ) )
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{
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TE_ShatterSurface( filter, delay, pos, angle, vForce, vForcePos, width, height, shardsize, surfacetype,
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front_r, front_g, front_b, back_r, back_g, back_b );
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}
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}
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virtual void GlowSprite( IRecipientFilter& filter, float delay,
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const Vector* pos, int modelindex, float life, float size, int brightness )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness );
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}
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}
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virtual void FootprintDecal( IRecipientFilter& filter, float delay, const Vector *origin, const Vector* right,
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int entity, int index, unsigned char materialType )
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{
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if ( !SuppressTE( filter ) )
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{
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TE_FootprintDecal( filter, delay, origin, right,
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entity, index, materialType );
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}
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}
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virtual void Fizz( IRecipientFilter& filter, float delay,
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const CBaseEntity *ed, int modelindex, int density, int current )
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{
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if ( !SuppressTE( filter ) )
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{
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|
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;
|