Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#define NUM_BULLET_SEED_BITS 8
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEHL2MPFireBullets : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEHL2MPFireBullets, CBaseTempEntity );
DECLARE_SERVERCLASS();
CTEHL2MPFireBullets( const char *name );
virtual ~CTEHL2MPFireBullets( void );
public:
CNetworkVar( int, m_iPlayer );
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecDir );
CNetworkVar( int, m_iAmmoID );
CNetworkVar( int, m_iSeed );
CNetworkVar( int, m_iShots );
CNetworkVar( float, m_flSpread );
CNetworkVar( bool, m_bDoImpacts );
CNetworkVar( bool, m_bDoTracers );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEHL2MPFireBullets::CTEHL2MPFireBullets( const char *name ) :
CBaseTempEntity( name )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEHL2MPFireBullets::~CTEHL2MPFireBullets( void )
{
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEHL2MPFireBullets, DT_TEHL2MPFireBullets)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
SendPropVector( SENDINFO(m_vecDir), -1 ),
SendPropInt( SENDINFO( m_iAmmoID ), 5, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iShots ), 5, SPROP_UNSIGNED ),
SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
SendPropBool( SENDINFO( m_bDoImpacts ) ),
SendPropBool( SENDINFO( m_bDoTracers ) ),
END_SEND_TABLE()
// Singleton
static CTEHL2MPFireBullets g_TEHL2MPFireBullets( "Shotgun Shot" );
void TE_HL2MPFireBullets(
int iPlayerIndex,
const Vector &vOrigin,
const Vector &vDir,
int iAmmoID,
int iSeed,
int iShots,
float flSpread,
bool bDoTracers,
bool bDoImpacts )
{
CPASFilter filter( vOrigin );
filter.UsePredictionRules();
g_TEHL2MPFireBullets.m_iPlayer = iPlayerIndex;
g_TEHL2MPFireBullets.m_vecOrigin = vOrigin;
g_TEHL2MPFireBullets.m_vecDir = vDir;
g_TEHL2MPFireBullets.m_iSeed = iSeed;
g_TEHL2MPFireBullets.m_iShots = iShots;
g_TEHL2MPFireBullets.m_flSpread = flSpread;
g_TEHL2MPFireBullets.m_iAmmoID = iAmmoID;
g_TEHL2MPFireBullets.m_bDoTracers = bDoTracers;
g_TEHL2MPFireBullets.m_bDoImpacts = bDoImpacts;
Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
g_TEHL2MPFireBullets.Create( filter, 0 );
}