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

99 lines
2.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern IPhysicsSurfaceProps *physprops;
class C_TEImpact : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEImpact, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TEImpact( void );
virtual ~C_TEImpact( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
virtual void Precache( void );
virtual void PlayImpactSound( trace_t &tr );
virtual void PerformCustomEffects( trace_t &tr, Vector &shotDir );
public:
Vector m_vecOrigin;
Vector m_vecNormal;
int m_iType;
byte m_ucFlags;
};
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
C_TEImpact::C_TEImpact( void )
{
m_vecOrigin.Init();
m_vecNormal.Init();
m_iType = -1;
m_ucFlags = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
// Output :
//-----------------------------------------------------------------------------
C_TEImpact::~C_TEImpact( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEImpact::Precache( void )
{
//TODO: Precache all materials/sounds used by impacts here
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : unused -
//-----------------------------------------------------------------------------
void C_TEImpact::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TEImpact::PostDataUpdate" );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_TEImpact::PlayImpactSound( trace_t &tr )
{
}
//-----------------------------------------------------------------------------
// Purpose: Perform custom effects based on the Decal index
//-----------------------------------------------------------------------------
void C_TEImpact::PerformCustomEffects( trace_t &tr, Vector &shotDir )
{
}
//Receive data table
IMPLEMENT_CLIENTCLASS_EVENT_DT( C_TEImpact, DT_TEImpact, CTEImpact)
RecvPropVector( RECVINFO( m_vecOrigin ) ),
RecvPropVector( RECVINFO( m_vecNormal ) ),
RecvPropInt( RECVINFO( m_iType ) ),
RecvPropInt( RECVINFO( m_ucFlags ) ),
END_RECV_TABLE()