//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "te_particlesystem.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // Purpose: Dispatches blood stream tempentity //----------------------------------------------------------------------------- class CTEBloodStream : public CTEParticleSystem { public: DECLARE_CLASS( CTEBloodStream, CTEParticleSystem ); CTEBloodStream( const char *name ); virtual ~CTEBloodStream( void ); virtual void Test( const Vector& current_origin, const QAngle& current_angles ); DECLARE_SERVERCLASS(); public: CNetworkVector( m_vecDirection ); CNetworkVar( int, r ); CNetworkVar( int, g ); CNetworkVar( int, b ); CNetworkVar( int, a ); CNetworkVar( int, m_nAmount ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTEBloodStream::CTEBloodStream( const char *name ) : BaseClass( name ) { m_vecDirection.Init(); r = 0; g = 0; b = 0; a = 0; m_nAmount = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEBloodStream::~CTEBloodStream( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *current_origin - // *current_angles - //----------------------------------------------------------------------------- void CTEBloodStream::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data r = 247; g = 0; b = 0; a = 255; m_nAmount = random->RandomInt(50, 150); m_vecOrigin = current_origin; Vector forward; m_vecOrigin.GetForModify()[2] += 24; AngleVectors( current_angles, &forward ); forward[2] = 0.0; VectorNormalize( forward ); m_vecOrigin += forward * 50; m_vecDirection = UTIL_RandomBloodVector(); CBroadcastRecipientFilter filter; Create( filter, 0.0 ); } IMPLEMENT_SERVERCLASS_ST(CTEBloodStream, DT_TEBloodStream) SendPropVector( SENDINFO(m_vecDirection), 11, 0, -10.0, 10.0 ), SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(m_nAmount), 8, SPROP_UNSIGNED ), END_SEND_TABLE() // Singleton to fire TEBloodStream objects static CTEBloodStream g_TEBloodStream( "Blood Stream" ); //----------------------------------------------------------------------------- // Purpose: Creates a blood stream // Input : msg_dest - // delay - // *origin - // *recipient - // *org - // *dir - // r - // g - // b - // a - // amount - //----------------------------------------------------------------------------- void TE_BloodStream( IRecipientFilter& filter, float delay, const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount ) { g_TEBloodStream.m_vecOrigin = *org; g_TEBloodStream.m_vecDirection = *dir; g_TEBloodStream.r = r; g_TEBloodStream.g = g; g_TEBloodStream.b = b; g_TEBloodStream.a = a; g_TEBloodStream.m_nAmount = amount; // Send it over the wire g_TEBloodStream.Create( filter, delay ); }