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91 lines
2.9 KiB
91 lines
2.9 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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#include "te_effect_dispatch.h" |
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#include "networkstringtable_gamedll.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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//----------------------------------------------------------------------------- |
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// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect(). |
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//----------------------------------------------------------------------------- |
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class CTEEffectDispatch : public CBaseTempEntity |
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{ |
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public: |
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DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity ); |
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CTEEffectDispatch( const char *name ); |
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virtual ~CTEEffectDispatch( void ); |
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DECLARE_SERVERCLASS(); |
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public: |
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CEffectData m_EffectData; |
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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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CTEEffectDispatch::CTEEffectDispatch( const char *name ) : |
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CBaseTempEntity( name ) |
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{ |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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CTEEffectDispatch::~CTEEffectDispatch( void ) |
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{ |
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} |
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IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch ) |
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SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) ) |
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END_SEND_TABLE() |
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// Singleton to fire TEEffectDispatch objects |
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static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" ); |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void TE_DispatchEffect( IRecipientFilter& filter, float delay, const Vector &pos, const char *pName, const CEffectData &data ) |
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{ |
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// Copy the supplied effect data. |
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g_TEEffectDispatch.m_EffectData = data; |
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// Get the entry index in the string table. |
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g_TEEffectDispatch.m_EffectData.m_iEffectName = g_pStringTableEffectDispatch->AddString( CBaseEntity::IsServer(), pName ); |
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// Send it to anyone who can see the effect's origin. |
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g_TEEffectDispatch.Create( filter, 0 ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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void DispatchEffect( const char *pName, const CEffectData &data ) |
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{ |
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CPASFilter filter( data.m_vOrigin ); |
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DispatchEffect( pName, data, filter ); |
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} |
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void DispatchEffect( const char *pName, const CEffectData &data, CRecipientFilter &filter ) |
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{ |
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te->DispatchEffect( filter, 0.0, data.m_vOrigin, pName, data ); |
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}
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