Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

143 lines
3.9 KiB

//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
5 years ago
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Dispatches sparks
//-----------------------------------------------------------------------------
class CTEMetalSparks : public CBaseTempEntity
{
DECLARE_CLASS( CTEMetalSparks, CBaseTempEntity );
public:
CTEMetalSparks( const char *name );
virtual ~CTEMetalSparks( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecPos );
CNetworkVector( m_vecDir );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEMetalSparks::CTEMetalSparks( const char *name ) :
CBaseTempEntity( name )
{
m_vecPos.Init();
m_vecDir.Init();
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEMetalSparks::~CTEMetalSparks( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEMetalSparks::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
m_vecPos = current_origin;
AngleVectors( current_angles, &m_vecDir.GetForModify() );
Vector forward;
m_vecPos += Vector( 0, 0, 24 );
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecPos, 100.0, forward, m_vecPos.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST_NOBASE( CTEMetalSparks, DT_TEMetalSparks)
SendPropVector( SENDINFO(m_vecPos), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecDir), -1, SPROP_COORD),
END_SEND_TABLE()
// Singleton to fire TEMetalSparks objects
static CTEMetalSparks g_TEMetalSparks( "Metal Sparks" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// scale -
//-----------------------------------------------------------------------------
void TE_MetalSparks( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir )
{
g_TEMetalSparks.m_vecPos = *pos;
g_TEMetalSparks.m_vecDir = *dir;
Assert( dir->Length() < 1.01 ); // make sure it's a normal
// Send it over the wire
g_TEMetalSparks.Create( filter, delay );
}
class CTEArmorRicochet : public CTEMetalSparks
{
DECLARE_CLASS( CTEArmorRicochet, CTEMetalSparks );
public:
CTEArmorRicochet( const char *name ) : CTEMetalSparks(name) {}
DECLARE_SERVERCLASS();
};
IMPLEMENT_SERVERCLASS_ST( CTEArmorRicochet, DT_TEArmorRicochet)
END_SEND_TABLE()
static CTEArmorRicochet g_TEArmorRicochet( "Armor Ricochet" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *pos -
// scale -
//-----------------------------------------------------------------------------
void TE_ArmorRicochet( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir )
{
g_TEArmorRicochet.m_vecPos = *pos;
g_TEArmorRicochet.m_vecDir = *dir;
// Send it over the wire
g_TEArmorRicochet.Create( filter, delay );
}