//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Send generic impact messages to the client for visualization // // $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 Gunshot decal tempentity //----------------------------------------------------------------------------- class CTEImpact : public CBaseTempEntity { public: DECLARE_CLASS( CTEImpact, CBaseTempEntity ); DECLARE_SERVERCLASS(); CTEImpact( const char *name ); virtual ~CTEImpact(); void Precache( void ); void Test( const Vector& current_origin, const Vector& current_normal ); public: CNetworkVector( m_vecOrigin ); CNetworkVector( m_vecNormal ); //NOTENOTE: In a multi-play setup we'll probably want non-oriented effects for bandwidth CNetworkVar( int, m_iType ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - // Output : //----------------------------------------------------------------------------- CTEImpact::CTEImpact( const char *name ) : CBaseTempEntity( name ) { m_vecOrigin.Init(); m_vecNormal.Init(); } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEImpact::~CTEImpact( void ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CTEImpact::Precache( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *current_origin - // *current_angles - //----------------------------------------------------------------------------- void CTEImpact::Test( const Vector& current_origin, const Vector& current_normal ) { } //Server class implementation IMPLEMENT_SERVERCLASS_ST( CTEImpact, DT_TEImpact) SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ), SendPropVector( SENDINFO( m_vecNormal ), -1, SPROP_COORD ), SendPropInt( SENDINFO( m_iType ), 32, SPROP_UNSIGNED ), END_SEND_TABLE() // Singleton to fire TEImpact objects static CTEImpact g_TEImpact( "Impact" ); //----------------------------------------------------------------------------- // Purpose: // Input : msg_dest - // delay - // *origin - // *recipient - //----------------------------------------------------------------------------- void TE_Impact( IRecipientFilter& filter, float delay ) { g_TEImpact.Create( filter, delay ); }