//========= 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 CTEFireBullets : public CBaseTempEntity { public: DECLARE_CLASS( CTEFireBullets, CBaseTempEntity ); DECLARE_SERVERCLASS(); CTEFireBullets( const char *name ); virtual ~CTEFireBullets( void ); virtual void Create( IRecipientFilter& filter, float delay = 0.0f ); public: CNetworkVar( int, m_iPlayer ); CNetworkVector( m_vecOrigin ); CNetworkQAngle( m_vecAngles ); CNetworkVar( int, m_iWeaponID ); CNetworkVar( int, m_iMode ); CNetworkVar( int, m_iSeed ); CNetworkVar( float, m_flSpread ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTEFireBullets::CTEFireBullets( const char *name ) : CBaseTempEntity( name ) { } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEFireBullets::~CTEFireBullets( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : msg_dest - // delay - // *origin - // *recipient - //----------------------------------------------------------------------------- void CTEFireBullets::Create( IRecipientFilter& filter, float delay ) { engine->PlaybackTempEntity( filter, delay, (void *)this, GetServerClass()->m_pTable, GetServerClass()->m_ClassID ); } IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEFireBullets, DT_TEFireBullets) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ), SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 0 ), 13, 0 ), SendPropAngle( SENDINFO_VECTORELEM( m_vecAngles, 1 ), 13, 0 ), SendPropInt( SENDINFO( m_iWeaponID ), 5, SPROP_UNSIGNED ), // max 31 weapons SendPropInt( SENDINFO( m_iMode ), 1, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ), SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ), END_SEND_TABLE() // Singleton static CTEFireBullets g_TEFireBullets( "FireBullets" ); void TE_FireBullets( int iPlayerIndex, const Vector &vOrigin, const QAngle &vAngles, int iWeaponID, int iMode, int iSeed, float flSpread ) { CPASFilter filter( vOrigin ); filter.UsePredictionRules(); g_TEFireBullets.m_iPlayer = iPlayerIndex-1; g_TEFireBullets.m_vecOrigin = vOrigin; g_TEFireBullets.m_vecAngles = vAngles; g_TEFireBullets.m_iSeed = iSeed; g_TEFireBullets.m_flSpread = flSpread; g_TEFireBullets.m_iMode = iMode; g_TEFireBullets.m_iWeaponID = iWeaponID; Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) ); g_TEFireBullets.Create( filter, 0 ); }