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

91 lines
2.5 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "IEffects.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Purpose: Energy Splash TE
//-----------------------------------------------------------------------------
class C_TEEnergySplash : public C_BaseTempEntity
{
public:
DECLARE_CLIENTCLASS();
C_TEEnergySplash( void );
virtual ~C_TEEnergySplash( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void Precache( void );
public:
Vector m_vecPos;
Vector m_vecDir;
bool m_bExplosive;
const struct model_t *m_pModel;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEEnergySplash::C_TEEnergySplash( void )
{
m_vecPos.Init();
m_vecDir.Init();
m_bExplosive = false;
m_pModel = NULL;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEEnergySplash::~C_TEEnergySplash( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEEnergySplash::Precache( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEEnergySplash::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TEEnergySplash::PostDataUpdate" );
g_pEffects->EnergySplash( m_vecPos, m_vecDir, m_bExplosive );
}
void TE_EnergySplash( IRecipientFilter& filter, float delay,
const Vector* pos, const Vector* dir, bool bExplosive )
{
g_pEffects->EnergySplash( *pos, *dir, bExplosive );
}
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEEnergySplash, DT_TEEnergySplash, CTEEnergySplash );
BEGIN_RECV_TABLE_NOBASE(C_TEEnergySplash, DT_TEEnergySplash)
RecvPropVector(RECVINFO(m_vecPos)),
RecvPropVector(RECVINFO(m_vecDir)),
RecvPropInt(RECVINFO(m_bExplosive)),
END_RECV_TABLE()