//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "ar2_explosion.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" #define AR2EXPLOSION_ENTITYNAME "ar2explosion" IMPLEMENT_SERVERCLASS_ST(AR2Explosion, DT_AR2Explosion) SendPropString( SENDINFO( m_szMaterialName ) ), END_SEND_TABLE() LINK_ENTITY_TO_CLASS(ar2explosion, AR2Explosion); //--------------------------------------------------------- // Save/Restore //--------------------------------------------------------- BEGIN_DATADESC( AR2Explosion ) DEFINE_AUTO_ARRAY( m_szMaterialName, FIELD_CHARACTER ), END_DATADESC() AR2Explosion* AR2Explosion::CreateAR2Explosion(const Vector &pos) { CBaseEntity *pEnt = CreateEntityByName(AR2EXPLOSION_ENTITYNAME); if(pEnt) { AR2Explosion *pEffect = dynamic_cast(pEnt); if(pEffect && pEffect->edict()) { pEffect->SetLocalOrigin( pos ); pEffect->Activate(); return pEffect; } else { UTIL_Remove(pEnt); } } return NULL; } //----------------------------------------------------------------------------- // A lightweight entity for level-designer placed AR2 explosions. //----------------------------------------------------------------------------- class CEnvAR2Explosion : public CPointEntity { public: DECLARE_CLASS( CEnvAR2Explosion, CPointEntity ); void Spawn( void ); // Input handlers void InputExplode( inputdata_t &inputdata ); DECLARE_DATADESC(); private: string_t m_iszMaterialName; }; BEGIN_DATADESC( CEnvAR2Explosion ) DEFINE_INPUTFUNC(FIELD_VOID, "Explode", InputExplode), DEFINE_KEYFIELD(m_iszMaterialName, FIELD_STRING, "material"), END_DATADESC() LINK_ENTITY_TO_CLASS( env_ar2explosion, CEnvAR2Explosion ); //----------------------------------------------------------------------------- // Purpose: So you can see where this function begins and the last one ends. //----------------------------------------------------------------------------- void CEnvAR2Explosion::Spawn( void ) { Precache(); SetSolid( SOLID_NONE ); AddEffects( EF_NODRAW ); SetMoveType( MOVETYPE_NONE ); } //----------------------------------------------------------------------------- // Purpose: Creates the explosion effect. //----------------------------------------------------------------------------- void CEnvAR2Explosion::InputExplode( inputdata_t &inputdata ) { AR2Explosion *pExplosion = AR2Explosion::CreateAR2Explosion(GetAbsOrigin()); if (pExplosion) { pExplosion->SetLifetime( 10 ); if (m_iszMaterialName != NULL_STRING) { pExplosion->SetMaterialName(STRING(m_iszMaterialName)); } } }