mirror of
https://github.com/alliedmodders/hl2sdk.git
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105 lines
3.1 KiB
C++
105 lines
3.1 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetempentity.h"
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#define NUM_BULLET_SEED_BITS 8
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//-----------------------------------------------------------------------------
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// Purpose: Display's a blood sprite
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//-----------------------------------------------------------------------------
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class CTEHL2MPFireBullets : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEHL2MPFireBullets, CBaseTempEntity );
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DECLARE_SERVERCLASS();
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CTEHL2MPFireBullets( const char *name );
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virtual ~CTEHL2MPFireBullets( void );
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public:
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CNetworkVar( int, m_iPlayer );
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CNetworkVector( m_vecOrigin );
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CNetworkVector( m_vecDir );
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CNetworkVar( int, m_iAmmoID );
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CNetworkVar( int, m_iSeed );
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CNetworkVar( int, m_iShots );
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CNetworkVar( float, m_flSpread );
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CNetworkVar( bool, m_bDoImpacts );
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CNetworkVar( bool, m_bDoTracers );
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *name -
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//-----------------------------------------------------------------------------
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CTEHL2MPFireBullets::CTEHL2MPFireBullets( const char *name ) :
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CBaseTempEntity( name )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEHL2MPFireBullets::~CTEHL2MPFireBullets( void )
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{
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}
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEHL2MPFireBullets, DT_TEHL2MPFireBullets)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD ),
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SendPropVector( SENDINFO(m_vecDir), -1 ),
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SendPropInt( SENDINFO( m_iAmmoID ), 5, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iSeed ), NUM_BULLET_SEED_BITS, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iShots ), 5, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO( m_iPlayer ), 6, SPROP_UNSIGNED ), // max 64 players, see MAX_PLAYERS
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SendPropFloat( SENDINFO( m_flSpread ), 10, 0, 0, 1 ),
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SendPropBool( SENDINFO( m_bDoImpacts ) ),
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SendPropBool( SENDINFO( m_bDoTracers ) ),
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END_SEND_TABLE()
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// Singleton
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static CTEHL2MPFireBullets g_TEHL2MPFireBullets( "Shotgun Shot" );
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void TE_HL2MPFireBullets(
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int iPlayerIndex,
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const Vector &vOrigin,
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const Vector &vDir,
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int iAmmoID,
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int iSeed,
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int iShots,
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float flSpread,
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bool bDoTracers,
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bool bDoImpacts )
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{
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CPASFilter filter( vOrigin );
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filter.UsePredictionRules();
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g_TEHL2MPFireBullets.m_iPlayer = iPlayerIndex;
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g_TEHL2MPFireBullets.m_vecOrigin = vOrigin;
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g_TEHL2MPFireBullets.m_vecDir = vDir;
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g_TEHL2MPFireBullets.m_iSeed = iSeed;
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g_TEHL2MPFireBullets.m_iShots = iShots;
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g_TEHL2MPFireBullets.m_flSpread = flSpread;
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g_TEHL2MPFireBullets.m_iAmmoID = iAmmoID;
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g_TEHL2MPFireBullets.m_bDoTracers = bDoTracers;
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g_TEHL2MPFireBullets.m_bDoImpacts = bDoImpacts;
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Assert( iSeed < (1 << NUM_BULLET_SEED_BITS) );
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g_TEHL2MPFireBullets.Create( filter, 0 );
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}
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