hl2_src-leak-2017/src/game/client/c_te_beamfollow.cpp

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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_te_basebeam.h"
#include "iviewrender_beams.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class C_TEBeamFollow : public C_TEBaseBeam
{
public:
DECLARE_CLASS( C_TEBeamFollow, C_TEBaseBeam );
DECLARE_CLIENTCLASS();
C_TEBeamFollow( void );
virtual ~C_TEBeamFollow( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
int m_iEntIndex;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamFollow::C_TEBeamFollow( void )
{
m_iEntIndex = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamFollow::~C_TEBeamFollow( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamFollow::PostDataUpdate( DataUpdateType_t updateType )
{
beams->CreateBeamFollow( m_iEntIndex, m_nModelIndex, m_nHaloIndex, 0, m_fLife,
m_fWidth, m_fEndWidth, m_nFadeLength, r, g, b, a );
}
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamFollow, DT_TEBeamFollow, CTEBeamFollow );
BEGIN_RECV_TABLE(C_TEBeamFollow, DT_TEBeamFollow)
RecvPropInt( RECVINFO(m_iEntIndex)),
END_RECV_TABLE()
void TE_BeamFollow( IRecipientFilter& filter, float delay,
int iEntIndex, int modelIndex, int haloIndex, float life, float width, float endWidth,
float fadeLength,float r, float g, float b, float a )
{
beams->CreateBeamFollow( iEntIndex, modelIndex, haloIndex, 0, life,
width, endWidth, fadeLength, r, g, b, a );
}