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151 lines
4.2 KiB
151 lines
4.2 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $Workfile: $ |
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// $Date: $ |
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// |
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//----------------------------------------------------------------------------- |
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// $Log: $ |
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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 "basetempentity.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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extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood |
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extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood |
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//----------------------------------------------------------------------------- |
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// Purpose: Display's a blood sprite |
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//----------------------------------------------------------------------------- |
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class CTEBloodSprite : public CBaseTempEntity |
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{ |
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public: |
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DECLARE_CLASS( CTEBloodSprite, CBaseTempEntity ); |
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CTEBloodSprite( const char *name ); |
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virtual ~CTEBloodSprite( void ); |
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virtual void Test( const Vector& current_origin, const QAngle& current_angles ); |
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DECLARE_SERVERCLASS(); |
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public: |
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CNetworkVector( m_vecOrigin ); |
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CNetworkVector( m_vecDirection ); |
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CNetworkVar( int, m_nSprayModel ); |
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CNetworkVar( int, m_nDropModel ); |
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CNetworkVar( int, r ); |
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CNetworkVar( int, g ); |
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CNetworkVar( int, b ); |
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CNetworkVar( int, a ); |
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CNetworkVar( int, m_nSize ); |
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}; |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *name - |
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//----------------------------------------------------------------------------- |
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CTEBloodSprite::CTEBloodSprite( const char *name ) : |
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CBaseTempEntity( name ) |
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{ |
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m_vecOrigin.Init(); |
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m_nSprayModel = 0; |
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m_nDropModel = 0; |
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r = 0; |
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g = 0; |
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b = 0; |
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a = 0; |
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m_nSize = 0; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTEBloodSprite::~CTEBloodSprite( void ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input : *current_origin - |
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// *current_angles - |
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//----------------------------------------------------------------------------- |
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void CTEBloodSprite::Test( const Vector& current_origin, const QAngle& current_angles ) |
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{ |
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// Fill in data |
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r = 255; |
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g = 255; |
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b = 63; |
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a = 255; |
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m_nSize = 16; |
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m_vecOrigin = current_origin; |
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m_nSprayModel = g_sModelIndexBloodSpray; |
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m_nDropModel = g_sModelIndexBloodDrop; |
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Vector forward; |
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m_vecOrigin.GetForModify()[2] += 24; |
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AngleVectors( current_angles, &forward ); |
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forward[2] = 0.0; |
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VectorNormalize( forward ); |
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VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() ); |
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CBroadcastRecipientFilter filter; |
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Create( filter, 0.0 ); |
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} |
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBloodSprite, DT_TEBloodSprite) |
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), |
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SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD), |
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SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ), |
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SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ), |
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SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ), |
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SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ), |
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SendPropModelIndex( SENDINFO(m_nSprayModel) ), |
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SendPropModelIndex( SENDINFO(m_nDropModel) ), |
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SendPropInt( SENDINFO(m_nSize), 8, SPROP_UNSIGNED ), |
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END_SEND_TABLE() |
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// Singleton |
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static CTEBloodSprite g_TEBloodSprite( "Blood Sprite" ); |
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//----------------------------------------------------------------------------- |
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// Purpose: Public interface |
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// Input : msg_dest - |
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// delay - |
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// *origin - |
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// *recipient - |
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// *org - |
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// r - |
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// g - |
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// b - |
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// a - |
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// size - |
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//----------------------------------------------------------------------------- |
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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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{ |
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// Set up parameters |
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g_TEBloodSprite.m_vecOrigin = *org; |
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g_TEBloodSprite.m_vecDirection = *dir; |
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g_TEBloodSprite.r = r; |
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g_TEBloodSprite.g = g; |
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g_TEBloodSprite.b = b; |
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g_TEBloodSprite.a = a; |
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g_TEBloodSprite.m_nSize = size; |
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// Implicit |
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g_TEBloodSprite.m_nSprayModel = g_sModelIndexBloodSpray; |
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g_TEBloodSprite.m_nDropModel = g_sModelIndexBloodDrop; |
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// Create it |
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g_TEBloodSprite.Create( filter, delay ); |
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} |