97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Send generic impact messages to the client for visualization
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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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//-----------------------------------------------------------------------------
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// Purpose: Dispatches Gunshot decal tempentity
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//-----------------------------------------------------------------------------
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class CTEImpact : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEImpact, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEImpact( const char *name );
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virtual ~CTEImpact();
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void Precache( void );
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void Test( const Vector& current_origin, const Vector& current_normal );
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public:
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CNetworkVector( m_vecOrigin );
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CNetworkVector( m_vecNormal ); //NOTENOTE: In a multi-play setup we'll probably want non-oriented effects for bandwidth
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CNetworkVar( int, m_iType );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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// Output :
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//-----------------------------------------------------------------------------
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CTEImpact::CTEImpact( const char *name ) : CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_vecNormal.Init();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEImpact::~CTEImpact( void )
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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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void CTEImpact::Precache( 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 CTEImpact::Test( const Vector& current_origin, const Vector& current_normal )
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{
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}
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//Server class implementation
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IMPLEMENT_SERVERCLASS_ST( CTEImpact, DT_TEImpact)
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SendPropVector( SENDINFO( m_vecOrigin ), -1, SPROP_COORD ),
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SendPropVector( SENDINFO( m_vecNormal ), -1, SPROP_COORD ),
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SendPropInt( SENDINFO( m_iType ), 32, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TEImpact objects
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static CTEImpact g_TEImpact( "Impact" );
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//-----------------------------------------------------------------------------
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// Purpose:
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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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//-----------------------------------------------------------------------------
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void TE_Impact( IRecipientFilter& filter, float delay )
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{
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g_TEImpact.Create( filter, delay );
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}
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