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526 lines
19 KiB
526 lines
19 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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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 "te.h" |
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#include "effect_dispatch_data.h" |
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// memdbgon must be the last include file in a .cpp file!!! |
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#include "tier0/memdbgon.h" |
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// External definitions |
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void TE_ArmorRicochet( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir ); |
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void TE_BeamEntPoint( IRecipientFilter& filter, float delay, |
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int nStartEntity, const Vector *start, int nEndEntity, const Vector* end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ); |
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void TE_BeamEnts( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ); |
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void TE_BeamFollow( IRecipientFilter& filter, float delay, |
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth, |
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float fadeLength,float r, float g, float b, float a ); |
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void TE_BeamPoints( IRecipientFilter& filter, float delay, |
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const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ); |
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void TE_BeamLaser( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed ); |
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void TE_BeamRing( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ); |
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void TE_BeamRingPoint( IRecipientFilter& filter, float delay, |
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags = 0 ); |
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void TE_BeamSpline( IRecipientFilter& filter, float delay, |
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int points, Vector* rgPoints ); |
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void TE_BloodStream( IRecipientFilter& filter, float delay, |
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ); |
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void TE_BloodSprite( IRecipientFilter& filter, float delay, |
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const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ); |
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void TE_BreakModel( IRecipientFilter& filter, float delay, |
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const Vector& pos, const QAngle &angles, const Vector& size, const Vector& vel, |
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int modelindex, int randomization, int count, float time, int flags ); |
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void TE_BSPDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int entity, int index ); |
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void TE_ProjectDecal( IRecipientFilter& filer, float delay, |
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const Vector* pos, const QAngle *angles, float distance, int index ); |
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void TE_Bubbles( IRecipientFilter& filter, float delay, |
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ); |
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void TE_BubbleTrail( IRecipientFilter& filter, float delay, |
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ); |
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void TE_Decal( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* start, int entity, int hitbox, int index ); |
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void TE_DynamicLight( IRecipientFilter& filter, float delay, |
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ); |
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void TE_Explosion( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' ); |
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void TE_ShatterSurface( IRecipientFilter& filter, float delay, |
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos, |
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float width, float height, float shardsize, ShatterSurface_t surfacetype, |
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b); |
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void TE_GlowSprite( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float life, float size, int brightness ); |
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void TE_FootprintDecal( IRecipientFilter& filter, float delay, const Vector *origin, const Vector* right, |
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int entity, int index, unsigned char materialType ); |
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void TE_Fizz( IRecipientFilter& filter, float delay, |
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const CBaseEntity *ed, int modelindex, int density, int current ); |
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void TE_KillPlayerAttachments( IRecipientFilter& filter, float delay, |
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int player ); |
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void TE_LargeFunnel( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, int reversed ); |
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void TE_MetalSparks( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir ); |
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void TE_EnergySplash( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir, bool bExplosive ); |
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void TE_PlayerDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int player, int entity ); |
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void TE_ShowLine( IRecipientFilter& filter, float delay, |
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const Vector* start, const Vector* end ); |
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void TE_Smoke( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float scale, int framerate ); |
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void TE_Sparks( IRecipientFilter& filter, float delay, |
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const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir ); |
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void TE_Sprite( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float size, int brightness ); |
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void TE_SpriteSpray( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count ); |
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void TE_WorldDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int index ); |
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void TE_MuzzleFlash( IRecipientFilter& filter, float delayt, |
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const Vector &start, const QAngle &angles, float scale, int type ); |
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void TE_Dust( IRecipientFilter& filter, float delayt, |
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const Vector &pos, const Vector &dir, float size, float speed ); |
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void TE_DispatchEffect( IRecipientFilter& filter, float delay, |
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const Vector &pos, const char *pName, const CEffectData &data ); |
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void TE_PhysicsProp( IRecipientFilter& filter, float delay, |
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int modelindex, int skin, const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ); |
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void TE_ClientProjectile( IRecipientFilter& filter, float delay, |
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const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ); |
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#ifdef HL2_DLL |
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void TE_GaussExplosion( IRecipientFilter& filter, float delayt, |
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const Vector &pos, const Vector &dir, int type ); |
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#endif |
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class CTempEntsSystem : public ITempEntsSystem |
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{ |
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private: |
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//----------------------------------------------------------------------------- |
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// Purpose: Returning true means don't even call TE func |
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// Input : filter - |
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// *suppress_host - |
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// Output : static bool |
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//----------------------------------------------------------------------------- |
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bool SuppressTE( IRecipientFilter& filter ) |
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{ |
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if ( GetSuppressHost() ) |
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{ |
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CRecipientFilter& _filter = (( CRecipientFilter & )filter); |
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if ( !_filter.IgnorePredictionCull() ) |
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{ |
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_filter.RemoveRecipient( (CBasePlayer *)GetSuppressHost() ); |
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} |
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if ( !_filter.GetRecipientCount() ) |
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{ |
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// Suppress it |
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return true; |
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} |
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} |
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// There's at least one recipient |
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return false; |
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} |
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public: |
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virtual void ArmorRicochet( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_ArmorRicochet( filter, delay, pos, dir ); |
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} |
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} |
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virtual void BeamEntPoint( IRecipientFilter& filter, float delay, |
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int nStartEntity, const Vector *pStart, int nEndEntity, const Vector* pEnd, |
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int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamEntPoint( filter, delay, nStartEntity, pStart, nEndEntity, pEnd, modelindex, haloindex, startframe, framerate, |
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life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed ); |
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} |
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} |
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virtual void BeamEnts( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamEnts( filter, delay, |
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start, end, modelindex, haloindex, startframe, framerate, |
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life, width, endWidth, fadeLength, amplitude, |
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r, g, b, a, speed ); |
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} |
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} |
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virtual void BeamFollow( IRecipientFilter& filter, float delay, |
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int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth, |
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float fadeLength, float r, float g, float b, float a ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamFollow( filter, delay, |
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iEntIndex, modelIndex, haloIndex, life, width, endWidth, fadeLength, |
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r, g, b, a ); |
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} |
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} |
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virtual void BeamPoints( IRecipientFilter& filter, float delay, |
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const Vector* start, const Vector* end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, |
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int r, int g, int b, int a, int speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamPoints( filter, delay, |
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start, end, modelindex, haloindex, startframe, framerate, |
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life, width, endWidth, fadeLength, amplitude, |
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r, g, b, a, speed ); |
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} |
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} |
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virtual void BeamLaser( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamLaser( filter, delay, |
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start, end, modelindex, haloindex, startframe, framerate, |
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life, width, endWidth, fadeLength, amplitude, r, g, b, a, speed ); |
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} |
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} |
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virtual void BeamRing( IRecipientFilter& filter, float delay, |
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int start, int end, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamRing( filter, delay, |
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start, end, modelindex, haloindex, startframe, framerate, |
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life, width, spread, amplitude, r, g, b, a, speed, flags ); |
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} |
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} |
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virtual void BeamRingPoint( IRecipientFilter& filter, float delay, |
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const Vector& center, float start_radius, float end_radius, int modelindex, int haloindex, int startframe, int framerate, |
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float life, float width, int spread, float amplitude, int r, int g, int b, int a, int speed, int flags ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamRingPoint( filter, delay, |
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center, start_radius, end_radius, modelindex, haloindex, startframe, framerate, |
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life, width, spread, amplitude, r, g, b, a, speed, flags ); |
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} |
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} |
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virtual void BeamSpline( IRecipientFilter& filter, float delay, |
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int points, Vector* rgPoints ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BeamSpline( filter, delay, points, rgPoints ); |
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} |
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} |
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virtual void BloodStream( IRecipientFilter& filter, float delay, |
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BloodStream( filter, delay, org, dir, r, g, b, a, amount ); |
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} |
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} |
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virtual void BloodSprite( IRecipientFilter& filter, float delay, |
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const Vector* org, const Vector *dir, int r, int g, int b, int a, int size ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BloodSprite( filter, delay, org, dir, r, g, b, a, size ); |
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} |
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} |
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virtual void BreakModel( IRecipientFilter& filter, float delay, |
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const Vector& pos, const QAngle &angle, const Vector& size, const Vector& vel, |
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int modelindex, int randomization, int count, float time, int flags ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BreakModel( filter, delay, pos, angle, size, vel, modelindex, randomization, count, time, flags ); |
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} |
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} |
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virtual void BSPDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int entity, int index ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BSPDecal( filter, delay, pos, entity, index ); |
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} |
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} |
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virtual void ProjectDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, const QAngle *angles, float distance, int index ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_ProjectDecal( filter, delay, pos, angles, distance, index ); |
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} |
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} |
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virtual void Bubbles( IRecipientFilter& filter, float delay, |
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const Vector* mins, const Vector* maxs, float height, int modelindex, int count, float speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Bubbles( filter, delay, mins, maxs, height, modelindex, count, speed ); |
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} |
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} |
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virtual void BubbleTrail( IRecipientFilter& filter, float delay, |
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const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_BubbleTrail( filter, delay, mins, maxs, flWaterZ, modelindex, count, speed ); |
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} |
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} |
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virtual void Decal( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* start, int entity, int hitbox, int index ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Decal( filter, delay, pos, start, entity, hitbox, index ); |
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} |
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} |
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virtual void DynamicLight( IRecipientFilter& filter, float delay, |
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const Vector* org, int r, int g, int b, int exponent, float radius, float time, float decay ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_DynamicLight( filter, delay, org, r, g, b, exponent, radius, time, decay ); |
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} |
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} |
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virtual void Explosion( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal = NULL, unsigned char materialType = 'C' ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Explosion( filter, delay, pos, modelindex, scale, framerate, flags, radius, magnitude, normal, materialType ); |
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} |
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} |
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virtual void ShatterSurface( IRecipientFilter& filter, float delay, |
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const Vector* pos, const QAngle* angle, const Vector* vForce, const Vector* vForcePos, |
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float width, float height, float shardsize, ShatterSurface_t surfacetype, |
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int front_r, int front_g, int front_b, int back_r, int back_g, int back_b) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_ShatterSurface( filter, delay, pos, angle, vForce, vForcePos, width, height, shardsize, surfacetype, |
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front_r, front_g, front_b, back_r, back_g, back_b ); |
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} |
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} |
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virtual void GlowSprite( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float life, float size, int brightness ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_GlowSprite( filter, delay, pos, modelindex, life, size, brightness ); |
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} |
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} |
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virtual void FootprintDecal( IRecipientFilter& filter, float delay, const Vector *origin, const Vector* right, |
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int entity, int index, unsigned char materialType ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_FootprintDecal( filter, delay, origin, right, |
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entity, index, materialType ); |
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} |
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} |
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virtual void Fizz( IRecipientFilter& filter, float delay, |
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const CBaseEntity *ed, int modelindex, int density, int current ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Fizz( filter, delay, |
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ed, modelindex, density, current ); |
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} |
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} |
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virtual void KillPlayerAttachments( IRecipientFilter& filter, float delay, |
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int player ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_KillPlayerAttachments( filter, delay, player ); |
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} |
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} |
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virtual void LargeFunnel( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, int reversed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_LargeFunnel( filter, delay, pos, modelindex, reversed ); |
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} |
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} |
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virtual void MetalSparks( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_MetalSparks( filter, delay, pos, dir ); |
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} |
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} |
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virtual void EnergySplash( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir, bool bExplosive ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_EnergySplash( filter, delay, |
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pos, dir, bExplosive ); |
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} |
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} |
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virtual void PlayerDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int player, int entity ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_PlayerDecal( filter, delay, |
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pos, player, entity ); |
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} |
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} |
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virtual void ShowLine( IRecipientFilter& filter, float delay, |
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const Vector* start, const Vector* end ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_ShowLine( filter, delay, |
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start, end ); |
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} |
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} |
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virtual void Smoke( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float scale, int framerate ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Smoke( filter, delay, |
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pos, modelindex, scale, framerate ); |
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} |
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} |
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virtual void Sparks( IRecipientFilter& filter, float delay, |
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const Vector* pos, int nMagnitude, int nTrailLength, const Vector *pDir ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Sparks( filter, delay, |
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pos, nMagnitude, nTrailLength, pDir ); |
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} |
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} |
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virtual void Sprite( IRecipientFilter& filter, float delay, |
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const Vector* pos, int modelindex, float size, int brightness ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Sprite( filter, delay, |
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pos, modelindex, size, brightness ); |
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} |
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} |
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virtual void SpriteSpray( IRecipientFilter& filter, float delay, |
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const Vector* pos, const Vector* dir, int modelindex, int speed, float noise, int count ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_SpriteSpray( filter, delay, |
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pos, dir, modelindex, speed, noise, count ); |
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} |
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} |
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virtual void WorldDecal( IRecipientFilter& filter, float delay, |
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const Vector* pos, int index ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_WorldDecal( filter, delay, |
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pos, index ); |
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} |
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} |
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virtual void MuzzleFlash( IRecipientFilter& filter, float delay, |
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const Vector &start, const QAngle &angles, float scale, int type ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_MuzzleFlash( filter, delay, |
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start, angles, scale, type ); |
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} |
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} |
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virtual void Dust( IRecipientFilter& filter, float delay, |
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const Vector &pos, const Vector &dir, float size, float speed ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_Dust( filter, delay, |
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pos, dir, size, speed ); |
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} |
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} |
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virtual void GaussExplosion( IRecipientFilter& filter, float delay, |
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const Vector &pos, const Vector &dir, int type ) |
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{ |
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#ifdef HL2_DLL |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_GaussExplosion( filter, delay, pos, dir, type ); |
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} |
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#endif |
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} |
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virtual void DispatchEffect( IRecipientFilter& filter, float delay, |
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const Vector &pos, const char *pName, const CEffectData &data ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_DispatchEffect( filter, delay, pos, pName, data ); |
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} |
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} |
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virtual void PhysicsProp( IRecipientFilter& filter, float delay, int modelindex, int skin, |
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const Vector& pos, const QAngle &angles, const Vector& vel, int flags, int effects ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_PhysicsProp( filter, delay, modelindex, skin, pos, angles, vel, flags, effects ); |
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} |
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} |
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// For playback from external tools |
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virtual void TriggerTempEntity( KeyValues *pKeyValues ) |
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{ |
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Assert(0); |
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} |
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virtual void ClientProjectile( IRecipientFilter& filter, float delay, |
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const Vector* vecOrigin, const Vector* vecVelocity, int modelindex, int lifetime, CBaseEntity *pOwner ) |
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{ |
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if ( !SuppressTE( filter ) ) |
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{ |
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TE_ClientProjectile( filter, delay, vecOrigin, vecVelocity, modelindex, lifetime, pOwner ); |
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} |
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} |
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}; |
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static CTempEntsSystem g_TESystem; |
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// Expose to rest of engine |
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ITempEntsSystem *te = &g_TESystem;
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