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