//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "basetempentity.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood //----------------------------------------------------------------------------- // Purpose: Display's a blood sprite //----------------------------------------------------------------------------- class CTEBloodSprite : public CBaseTempEntity { public: DECLARE_CLASS( CTEBloodSprite, CBaseTempEntity ); CTEBloodSprite( const char *name ); virtual ~CTEBloodSprite( void ); virtual void Test( const Vector& current_origin, const QAngle& current_angles ); DECLARE_SERVERCLASS(); public: CNetworkVector( m_vecOrigin ); CNetworkVector( m_vecDirection ); CNetworkVar( int, m_nSprayModel ); CNetworkVar( int, m_nDropModel ); CNetworkVar( int, r ); CNetworkVar( int, g ); CNetworkVar( int, b ); CNetworkVar( int, a ); CNetworkVar( int, m_nSize ); }; //----------------------------------------------------------------------------- // Purpose: // Input : *name - //----------------------------------------------------------------------------- CTEBloodSprite::CTEBloodSprite( const char *name ) : CBaseTempEntity( name ) { m_vecOrigin.Init(); m_nSprayModel = 0; m_nDropModel = 0; r = 0; g = 0; b = 0; a = 0; m_nSize = 0; } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- CTEBloodSprite::~CTEBloodSprite( void ) { } //----------------------------------------------------------------------------- // Purpose: // Input : *current_origin - // *current_angles - //----------------------------------------------------------------------------- void CTEBloodSprite::Test( const Vector& current_origin, const QAngle& current_angles ) { // Fill in data r = 255; g = 255; b = 63; a = 255; m_nSize = 16; m_vecOrigin = current_origin; m_nSprayModel = g_sModelIndexBloodSpray; m_nDropModel = g_sModelIndexBloodDrop; Vector forward; m_vecOrigin.GetForModify()[2] += 24; AngleVectors( current_angles, &forward ); forward[2] = 0.0; VectorNormalize( forward ); VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() ); CBroadcastRecipientFilter filter; Create( filter, 0.0 ); } IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBloodSprite, DT_TEBloodSprite) SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD), SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD), SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ), SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ), SendPropModelIndex( SENDINFO(m_nSprayModel) ), SendPropModelIndex( SENDINFO(m_nDropModel) ), SendPropInt( SENDINFO(m_nSize), 8, SPROP_UNSIGNED ), END_SEND_TABLE() // Singleton static CTEBloodSprite g_TEBloodSprite( "Blood Sprite" ); //----------------------------------------------------------------------------- // Purpose: Public interface // Input : msg_dest - // delay - // *origin - // *recipient - // *org - // r - // g - // b - // a - // size - //----------------------------------------------------------------------------- void TE_BloodSprite( IRecipientFilter& filter, float delay, const Vector *org, const Vector *dir, int r, int g, int b, int a, int size ) { // Set up parameters g_TEBloodSprite.m_vecOrigin = *org; g_TEBloodSprite.m_vecDirection = *dir; g_TEBloodSprite.r = r; g_TEBloodSprite.g = g; g_TEBloodSprite.b = b; g_TEBloodSprite.a = a; g_TEBloodSprite.m_nSize = size; // Implicit g_TEBloodSprite.m_nSprayModel = g_sModelIndexBloodSpray; g_TEBloodSprite.m_nDropModel = g_sModelIndexBloodDrop; // Create it g_TEBloodSprite.Create( filter, delay ); }