//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $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" extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud //----------------------------------------------------------------------------- // Purpose: Dispatches Sprite Spray tempentity //----------------------------------------------------------------------------- class CTESpriteSpray : public CBaseTempEntity { public: DECLARE_CLASS( CTESpriteSpray, CBaseTempEntity ); CTESpriteSpray( const char *name ); virtual ~CTESpriteSpray( void ); virtual void Test( const Vector& current_origin, const QAngle& current_angles ); DECLARE_SERVERCLASS(); public: CNetworkVector( m_vecOrigin ); CNetworkVector( m_vecDirection ); CNetworkVar( int, m_nModelIndex ); CNetworkVar( int, m_nSpeed ); CNetworkVar( float, m_fNoise ); CNetworkVar( int, m_nCount ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTESpriteSpray::CTESpriteSpray( const char *name ) : CBaseTempEntity( name ) { m_vecOrigin.Init(); m_vecDirection.Init(); m_nModelIndex = 0; m_fNoise = 0; m_nSpeed = 0; m_nCount = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTESpriteSpray::~CTESpriteSpray( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *current_origin - // *current_angles - //----------------------------------------------------------------------------- void CTESpriteSpray::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data m_nModelIndex = g_sModelIndexSmoke; m_fNoise = 0.8; m_nCount = 5; m_nSpeed = 30; m_vecOrigin = current_origin; Vector forward, right; m_vecOrigin.GetForModify()[2] += 24; AngleVectors( current_angles, &forward, &right, NULL ); forward[2] = 0.0; VectorNormalize( forward ); VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() ); VectorMA( m_vecOrigin, -25.0, right, m_vecOrigin.GetForModify() ); m_vecDirection.Init( random->RandomInt( -100, 100 ), random->RandomInt( -100, 100 ), random->RandomInt( 0, 100 ) ); CBroadcastRecipientFilter filter; Create( filter, 0.0 ); } IMPLEMENT_SERVERCLASS_ST(CTESpriteSpray, DT_TESpriteSpray) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD), SendPropModelIndex(SENDINFO(m_nModelIndex)), SendPropFloat( SENDINFO(m_fNoise ), 8, SPROP_ROUNDDOWN, 0.0, 2.56 ), SendPropInt( SENDINFO(m_nSpeed ), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nCount), 8, SPROP_UNSIGNED ), END_SEND_TABLE() // Singleton to fire TESpriteSpray objects static CTESpriteSpray g_TESpriteSpray( "Sprite Spray" ); //----------------------------------------------------------------------------- // Purpose: // Input : msg_dest - // delay - // *origin - // *recipient - // *pos - // *dir - // modelindex - // speed - // noise - // count - //----------------------------------------------------------------------------- void TE_SpriteSpray( IRecipientFilter& filter, float delay, const Vector *pos, const Vector *dir, int modelindex, int speed, float noise, int count ) { g_TESpriteSpray.m_vecOrigin = *pos; g_TESpriteSpray.m_vecDirection = *dir; g_TESpriteSpray.m_nModelIndex = modelindex; g_TESpriteSpray.m_nSpeed = speed; g_TESpriteSpray.m_fNoise = noise; g_TESpriteSpray.m_nCount = count; // Send it over the wire g_TESpriteSpray.Create( filter, delay ); }