Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_tesla.h"
#include "fx.h"
#include <bitbuf.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_Tesla, DT_Tesla, CTesla )
RecvPropString( RECVINFO( m_SoundName ) ),
RecvPropString( RECVINFO( m_iszSpriteName ) )
END_RECV_TABLE()
C_Tesla::C_Tesla()
{
}
void C_Tesla::ReceiveMessage( int classID, bf_read &msg )
{
CTeslaInfo teslaInfo;
msg.ReadBitVec3Coord( teslaInfo.m_vPos );
teslaInfo.m_vAngles.Init();
teslaInfo.m_nEntIndex = msg.ReadShort();
teslaInfo.m_flRadius = msg.ReadFloat();
teslaInfo.m_vColor.x = ((unsigned char)msg.ReadChar()) / 255.0f;
teslaInfo.m_vColor.y = ((unsigned char)msg.ReadChar()) / 255.0f;
teslaInfo.m_vColor.z = ((unsigned char)msg.ReadChar()) / 255.0f;
float flAlpha = 0;
flAlpha = ((unsigned char)msg.ReadChar()) / 255.0f;
teslaInfo.m_nBeams = msg.ReadChar();
teslaInfo.m_flBeamWidth = msg.ReadFloat();
teslaInfo.m_flTimeVisible = msg.ReadFloat();
teslaInfo.m_pszSpriteName = m_iszSpriteName;
EmitSound( m_SoundName );
m_QueuedCommands.AddToTail( teslaInfo );
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
void C_Tesla::ClientThink()
{
FOR_EACH_LL( m_QueuedCommands, i )
{
FX_Tesla( m_QueuedCommands[i] );
}
m_QueuedCommands.Purge();
SetNextClientThink( CLIENT_THINK_NEVER );
}