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115 lines
3.3 KiB
115 lines
3.3 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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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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 "basetempentity.h"
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#define NUM_BULLET_SEED_BITS 8
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//-----------------------------------------------------------------------------
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// Purpose: Display's a blood sprite
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//-----------------------------------------------------------------------------
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class CTEFireBullets : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEFireBullets, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEFireBullets( const char *name );
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virtual ~CTEFireBullets( void );
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virtual void Create( IRecipientFilter& filter, float delay = 0.0f );
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public:
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CNetworkVar( int, m_iPlayer );
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CNetworkVector( m_vecOrigin );
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CNetworkQAngle( m_vecAngles );
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CNetworkVar( int, m_iWeaponID );
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CNetworkVar( int, m_iMode );
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CNetworkVar( int, m_iSeed );
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CNetworkVar( float, m_flSpread );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEFireBullets::CTEFireBullets( const char *name ) :
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CBaseTempEntity( name )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEFireBullets::~CTEFireBullets( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : msg_dest -
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// delay -
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// *origin -
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// *recipient -
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//-----------------------------------------------------------------------------
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void CTEFireBullets::Create( IRecipientFilter& filter, float delay )
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{
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engine->PlaybackTempEntity( filter, delay,
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(void *)this, GetServerClass()->m_pTable, GetServerClass()->m_ClassID );
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}
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
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SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ),
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SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ),
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SendPropInt( SENDINFO( m_iWeaponID ), 5, SPROP_UNSIGNED ), // max 31 weapons
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SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
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SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
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END_SEND_TABLE()
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// Singleton
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static CTEFireBullets g_TEFireBullets( "FireBullets" );
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void TE_FireBullets(
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int iPlayerIndex,
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const Vector &vOrigin,
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const QAngle &vAngles,
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int iWeaponID,
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int iMode,
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int iSeed,
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float flSpread )
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{
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CPASFilter filter( vOrigin );
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filter.UsePredictionRules();
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g_TEFireBullets.m_iPlayer = iPlayerIndex-1;
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g_TEFireBullets.m_vecOrigin = vOrigin;
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g_TEFireBullets.m_vecAngles = vAngles;
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g_TEFireBullets.m_iSeed = iSeed;
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g_TEFireBullets.m_flSpread = flSpread;
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g_TEFireBullets.m_iMode = iMode;
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g_TEFireBullets.m_iWeaponID = iWeaponID;
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Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
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g_TEFireBullets.Create( filter, 0 );
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}
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