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

171 lines
5.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//===========================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "c_te_legacytempents.h"
#include "fx.h"
#include "tier1/KeyValues.h"
#include "tier0/vprof.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexBloodDrop;
extern short g_sModelIndexBloodSpray;
//-----------------------------------------------------------------------------
// Purpose: Blood sprite
//-----------------------------------------------------------------------------
class C_TEBloodSprite : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEBloodSprite, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TEBloodSprite( void );
virtual ~C_TEBloodSprite( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecOrigin;
Vector m_vecDirection;
int r, g, b, a;
int m_nDropModel;
int m_nSprayModel;
int m_nSize;
};
// Expose it to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEBloodSprite, DT_TEBloodSprite, CTEBloodSprite );
//-----------------------------------------------------------------------------
// Networking
//-----------------------------------------------------------------------------
BEGIN_RECV_TABLE_NOBASE(C_TEBloodSprite, DT_TEBloodSprite)
RecvPropVector( RECVINFO(m_vecOrigin)),
RecvPropVector( RECVINFO(m_vecDirection)),
RecvPropInt( RECVINFO(r)),
RecvPropInt( RECVINFO(g)),
RecvPropInt( RECVINFO(b)),
RecvPropInt( RECVINFO(a)),
RecvPropInt( RECVINFO(m_nSprayModel)),
RecvPropInt( RECVINFO(m_nDropModel)),
RecvPropInt( RECVINFO(m_nSize)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBloodSprite::C_TEBloodSprite( void )
{
m_vecOrigin.Init();
m_vecDirection.Init();
r = g = b = a = 0;
m_nSize = 0;
m_nSprayModel = 0;
m_nDropModel = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBloodSprite::~C_TEBloodSprite( void )
{
}
//-----------------------------------------------------------------------------
// Recording
//-----------------------------------------------------------------------------
static inline void RecordBloodSprite( const Vector &start, const Vector &direction,
int r, int g, int b, int a, int nSprayModelIndex, int nDropModelIndex, int size )
{
if ( !ToolsEnabled() )
return;
if ( clienttools->IsInRecordingMode() )
{
Color clr( r, g, b, a );
const model_t* pSprayModel = (nSprayModelIndex != 0) ? modelinfo->GetModel( nSprayModelIndex ) : NULL;
const model_t* pDropModel = (nDropModelIndex != 0) ? modelinfo->GetModel( nDropModelIndex ) : NULL;
const char *pSprayModelName = pSprayModel ? modelinfo->GetModelName( pSprayModel ) : "";
const char *pDropModelName = pDropModel ? modelinfo->GetModelName( pDropModel ) : "";
KeyValues *msg = new KeyValues( "TempEntity" );
msg->SetInt( "te", TE_BLOOD_SPRITE );
msg->SetString( "name", "TE_BloodSprite" );
msg->SetFloat( "time", gpGlobals->curtime );
msg->SetFloat( "originx", start.x );
msg->SetFloat( "originy", start.y );
msg->SetFloat( "originz", start.z );
msg->SetFloat( "directionx", direction.x );
msg->SetFloat( "directiony", direction.y );
msg->SetFloat( "directionz", direction.z );
msg->SetColor( "color", clr );
msg->SetString( "spraymodel", pSprayModelName );
msg->SetString( "dropmodel", pDropModelName );
msg->SetInt( "size", size );
ToolFramework_PostToolMessage( HTOOLHANDLE_INVALID, msg );
msg->deleteThis();
}
}
//-----------------------------------------------------------------------------
// Recording
//-----------------------------------------------------------------------------
void TE_BloodSprite( IRecipientFilter& filter, float delay,
const Vector* org, const Vector *dir, int r, int g, int b, int a, int size )
{
Vector offset = *org + ( (*dir) * 4.0f );
tempents->BloodSprite( offset, r, g, b, a, g_sModelIndexBloodSpray, g_sModelIndexBloodDrop, size );
FX_Blood( offset, (Vector &)*dir, r, g, b, a );
RecordBloodSprite( *org, *dir, r, g, b, a, g_sModelIndexBloodSpray, g_sModelIndexBloodDrop, size );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEBloodSprite::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TEBloodSprite::PostDataUpdate" );
Vector offset = m_vecOrigin + ( m_vecDirection * 4.0f );
tempents->BloodSprite( offset, r, g, b, a, m_nSprayModel, m_nDropModel, m_nSize );
FX_Blood( offset, m_vecDirection, r, g, b, a );
RecordBloodSprite( m_vecOrigin, m_vecDirection, r, g, b, a, m_nSprayModel, m_nDropModel, m_nSize );
}
void TE_BloodSprite( IRecipientFilter& filter, float delay, KeyValues *pKeyValues )
{
Vector vecOrigin, vecDirection;
vecOrigin.x = pKeyValues->GetFloat( "originx" );
vecOrigin.y = pKeyValues->GetFloat( "originy" );
vecOrigin.z = pKeyValues->GetFloat( "originz" );
vecDirection.x = pKeyValues->GetFloat( "directionx" );
vecDirection.y = pKeyValues->GetFloat( "directiony" );
vecDirection.z = pKeyValues->GetFloat( "directionz" );
Color c = pKeyValues->GetColor( "color" );
// const char *pSprayModelName = pKeyValues->GetString( "spraymodel" );
// const char *pDropModelName = pKeyValues->GetString( "dropmodel" );
int nSize = pKeyValues->GetInt( "size" );
TE_BloodSprite( filter, 0.0f, &vecOrigin, &vecDirection, c.r(), c.g(), c.b(), c.a(), nSize );
}