Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "basetempentity.h"
#include "tf_fx.h"
#include "tf_shareddefs.h"
#include "coordsize.h"
#define NUM_BULLET_SEED_BITS 8
//-----------------------------------------------------------------------------
// Purpose: Display a blood sprite
//-----------------------------------------------------------------------------
class CTEFireBullets : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEFireBullets, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEFireBullets( const char *name );
virtual ~CTEFireBullets( void );
public:
CNetworkVar( int, m_iPlayer );
CNetworkVector( m_vecOrigin );
CNetworkQAngle( m_vecAngles );
CNetworkVar( int, m_iWeaponID );
CNetworkVar( int, m_iMode );
CNetworkVar( int, m_iSeed );
CNetworkVar( float, m_flSpread );
CNetworkVar( bool, m_bCritical );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEFireBullets::CTEFireBullets( const char *name ) : CBaseTempEntity( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEFireBullets::~CTEFireBullets( void )
{
}
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEFireBullets, DT_TEFireBullets )
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 7, 0 ),
SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 7, 0 ),
SendPropInt( SENDINFO( m_iWeaponID ), Q_log2(TF_WEAPON_COUNT)+1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropFloat( SENDINFO( m_flSpread ), 8, 0, 0.0f, 1.0f ),
SendPropBool( SENDINFO( m_bCritical ) ),
END_SEND_TABLE()
// Singleton
static CTEFireBullets g_TEFireBullets( "Fire Bullets" );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_FireBullets( int iPlayerIndex, const Vector &vOrigin, const QAngle &vAngles,
int iWeaponID, int iMode, int iSeed, float flSpread, bool bCritical )
{
CPASFilter filter( vOrigin );
filter.UsePredictionRules();
g_TEFireBullets.m_iPlayer = iPlayerIndex-1;
g_TEFireBullets.m_vecOrigin = vOrigin;
g_TEFireBullets.m_vecAngles = vAngles;
g_TEFireBullets.m_iSeed = iSeed;
g_TEFireBullets.m_flSpread = flSpread;
g_TEFireBullets.m_iMode = iMode;
g_TEFireBullets.m_iWeaponID = iWeaponID;
g_TEFireBullets.m_bCritical = bCritical;
Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
g_TEFireBullets.Create( filter, 0 );
}
//=============================================================================
//
// Explosions.
//
class CTETFExplosion : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTETFExplosion, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTETFExplosion( const char *name );
public:
Vector m_vecOrigin;
Vector m_vecNormal;
int m_iWeaponID;
int m_nEntIndex;
int m_nDefID;
int m_nSound;
int m_iCustomParticleIndex;
};
// Singleton to fire explosion objects
static CTETFExplosion g_TETFExplosion( "TFExplosion" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTETFExplosion::CTETFExplosion( const char *name ) : CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_vecNormal.Init();
m_iWeaponID = TF_WEAPON_NONE;
m_nEntIndex = kInvalidEHandleExplosion;
m_nDefID = -1;
m_nSound = SPECIAL1;
m_iCustomParticleIndex = INVALID_STRING_INDEX;
}
IMPLEMENT_SERVERCLASS_ST( CTETFExplosion, DT_TETFExplosion )
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropVector( SENDINFO_NOCHECK( m_vecNormal ), 6, 0, -1.0f, 1.0f ),
SendPropInt( SENDINFO_NOCHECK( m_iWeaponID ), Q_log2( TF_WEAPON_COUNT )+1, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_NAME( m_nEntIndex, entindex ), MAX_EDICT_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_NOCHECK( m_nDefID ), -1 ),
SendPropInt( SENDINFO_NOCHECK( m_nSound ), -1 ),
SendPropInt( SENDINFO_NOCHECK( m_iCustomParticleIndex ), -1 ),
END_SEND_TABLE()
void TE_TFExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal, int iWeaponID, int nEntIndex, int nDefID, int nSound, int iCustomParticleIndex )
{
VectorCopy( vecOrigin, g_TETFExplosion.m_vecOrigin );
VectorCopy( vecNormal, g_TETFExplosion.m_vecNormal );
g_TETFExplosion.m_iWeaponID = iWeaponID;
g_TETFExplosion.m_nEntIndex = nEntIndex;
g_TETFExplosion.m_nDefID = nDefID;
g_TETFExplosion.m_nSound = nSound;
g_TETFExplosion.m_iCustomParticleIndex = iCustomParticleIndex;
// Send it over the wire
g_TETFExplosion.Create( filter, flDelay );
}
void TE_TFExplosion( IRecipientFilter &filter, float flDelay, const Vector &vecOrigin, const Vector &vecNormal, int iWeaponID, int nEntIndex, int nDefID, int nSound )
{
TE_TFExplosion( filter, flDelay, vecOrigin, vecNormal, iWeaponID, nEntIndex, nDefID, nSound, INVALID_STRING_INDEX );
}
//=============================================================================
//
// TF ParticleEffect
//
class CTETFParticleEffect : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTETFParticleEffect, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTETFParticleEffect( const char *name );
void Init( void );
public:
Vector m_vecOrigin;
Vector m_vecStart;
QAngle m_vecAngles;
int m_iParticleSystemIndex;
int m_nEntIndex;
int m_iAttachType;
int m_iAttachmentPointIndex;
bool m_bResetParticles;
bool m_bCustomColors;
te_tf_particle_effects_colors_t m_CustomColors;
bool m_bControlPoint1;
te_tf_particle_effects_control_point_t m_ControlPoint1;
};
// Singleton to fire explosion objects
static CTETFParticleEffect g_TETFParticleEffect( "TFParticleEffect" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTETFParticleEffect::CTETFParticleEffect( const char *name ) : CBaseTempEntity( name )
{
Init();
}
void CTETFParticleEffect::Init( void )
{
m_vecOrigin.Init();
m_vecStart.Init();
m_vecAngles.Init();
m_iParticleSystemIndex = 0;
m_nEntIndex = kInvalidEHandleParticleEffect;
m_iAttachType = PATTACH_ABSORIGIN;
m_iAttachmentPointIndex = 0;
m_bResetParticles = false;
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();
}
IMPLEMENT_SERVERCLASS_ST( CTETFParticleEffect, DT_TETFParticleEffect )
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecOrigin[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecStart[0] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecStart[1] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropFloat( SENDINFO_NOCHECK( m_vecStart[2] ), -1, SPROP_COORD_MP_INTEGRAL ),
SendPropQAngles( SENDINFO_NOCHECK( m_vecAngles ), 7 ),
SendPropInt( SENDINFO_NOCHECK( m_iParticleSystemIndex ), 16, SPROP_UNSIGNED ), // probably way too high
SendPropInt( SENDINFO_NAME( m_nEntIndex, entindex ), MAX_EDICT_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_NOCHECK( m_iAttachType ), 5, SPROP_UNSIGNED ),
SendPropInt( SENDINFO_NOCHECK( m_iAttachmentPointIndex ), -1 ),
SendPropBool( SENDINFO_NOCHECK( m_bResetParticles ) ),
SendPropBool( SENDINFO_NOCHECK( m_bCustomColors) ),
SendPropVector( SENDINFO_NOCHECK( m_CustomColors.m_vecColor1 ), 8, 0, 0, 1 ),
SendPropVector( SENDINFO_NOCHECK( m_CustomColors.m_vecColor2 ), 8, 0, 0, 1 ),
SendPropBool( SENDINFO_NOCHECK( m_bControlPoint1) ),
SendPropInt( SENDINFO_NOCHECK( m_ControlPoint1.m_eParticleAttachment ), 5, SPROP_UNSIGNED ),
SendPropFloat( SENDINFO_NOCHECK( m_ControlPoint1.m_vecOffset[0] ), -1, SPROP_COORD ),
SendPropFloat( SENDINFO_NOCHECK( m_ControlPoint1.m_vecOffset[1] ), -1, SPROP_COORD ),
SendPropFloat( SENDINFO_NOCHECK( m_ControlPoint1.m_vecOffset[2] ), -1, SPROP_COORD ),
END_SEND_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, const char *pszAttachmentName, bool bResetAllParticlesOnEntity )
{
int iAttachment = -1;
if ( pEntity && pEntity->GetBaseAnimating() )
{
// Find the attachment point index
iAttachment = pEntity->GetBaseAnimating()->LookupAttachment( pszAttachmentName );
if ( iAttachment <= 0 )
{
Warning("Model '%s' doesn't have attachment '%s' to attach particle system '%s' to.\n", STRING(pEntity->GetBaseAnimating()->GetModelName()), pszAttachmentName, pszParticleName );
return;
}
}
TE_TFParticleEffect( filter, flDelay, pszParticleName, iAttachType, pEntity, iAttachment, bResetAllParticlesOnEntity );
}
//-----------------------------------------------------------------------------
// Purpose: Yet another overload, lets us supply vecStart
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
{
int iIndex = GetParticleSystemIndex( pszParticleName );
TE_TFParticleEffect( filter, flDelay, iIndex, vecOrigin, vecStart, vecAngles, pEntity );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, ParticleAttachment_t iAttachType, CBaseEntity *pEntity, int iAttachmentPoint, bool bResetAllParticlesOnEntity )
{
g_TETFParticleEffect.Init();
g_TETFParticleEffect.m_iParticleSystemIndex = GetParticleSystemIndex( pszParticleName );
if ( pEntity )
{
g_TETFParticleEffect.m_nEntIndex = pEntity->entindex();
}
g_TETFParticleEffect.m_iAttachType = iAttachType;
g_TETFParticleEffect.m_iAttachmentPointIndex = iAttachmentPoint;
if ( bResetAllParticlesOnEntity )
{
g_TETFParticleEffect.m_bResetParticles = true;
}
// Send it over the wire
g_TETFParticleEffect.Create( filter, flDelay );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, const char *pszParticleName, Vector vecOrigin, QAngle vecAngles, CBaseEntity *pEntity /*= NULL*/, ParticleAttachment_t eAttachType /*= PATTACH_CUSTOMORIGIN*/ )
{
TE_TFParticleEffectComplex( filter, flDelay, pszParticleName, vecOrigin, vecAngles, NULL, NULL, pEntity, eAttachType );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_TFParticleEffectComplex
(
IRecipientFilter &filter,
float flDelay,
const char *pszParticleName,
Vector vecOrigin,
QAngle vecAngles,
te_tf_particle_effects_colors_t *pOptionalColors /*= NULL*/,
te_tf_particle_effects_control_point_t *pOptionalControlPoint1 /*= NULL*/,
CBaseEntity *pEntity /*= NULL*/,
ParticleAttachment_t eAttachType /*= PATTACH_CUSTOMORIGIN*/,
Vector vecStart /* = vec3_origin */
)
{
g_TETFParticleEffect.Init();
g_TETFParticleEffect.m_iParticleSystemIndex = GetParticleSystemIndex( pszParticleName );
VectorCopy( vecOrigin, g_TETFParticleEffect.m_vecOrigin );
VectorCopy( vecAngles, g_TETFParticleEffect.m_vecAngles );
VectorCopy( vecStart, g_TETFParticleEffect.m_vecStart );
if ( pEntity )
{
g_TETFParticleEffect.m_nEntIndex = pEntity->entindex();
g_TETFParticleEffect.m_iAttachType = eAttachType;
}
if ( pOptionalColors )
{
g_TETFParticleEffect.m_bCustomColors = true;
g_TETFParticleEffect.m_CustomColors.m_vecColor1 = pOptionalColors->m_vecColor1;
g_TETFParticleEffect.m_CustomColors.m_vecColor2 = pOptionalColors->m_vecColor2;
}
if ( pOptionalControlPoint1 )
{
g_TETFParticleEffect.m_bControlPoint1 = true;
g_TETFParticleEffect.m_ControlPoint1.m_eParticleAttachment = pOptionalControlPoint1->m_eParticleAttachment;
g_TETFParticleEffect.m_ControlPoint1.m_vecOffset = pOptionalControlPoint1->m_vecOffset;
}
// Send it over the wire
g_TETFParticleEffect.Create( filter, flDelay );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void TE_TFParticleEffect( IRecipientFilter &filter, float flDelay, int iEffectIndex, Vector vecOrigin, Vector vecStart, QAngle vecAngles, CBaseEntity *pEntity )
{
g_TETFParticleEffect.Init();
g_TETFParticleEffect.m_iParticleSystemIndex = iEffectIndex;
VectorCopy( vecOrigin, g_TETFParticleEffect.m_vecOrigin );
VectorCopy( vecStart, g_TETFParticleEffect.m_vecStart );
VectorCopy( vecAngles, g_TETFParticleEffect.m_vecAngles );
if ( pEntity )
{
g_TETFParticleEffect.m_nEntIndex = pEntity->entindex();
g_TETFParticleEffect.m_iAttachType = PATTACH_CUSTOMORIGIN;
}
// Send it over the wire
g_TETFParticleEffect.Create( filter, flDelay );
}