mirror of
https://github.com/alliedmodders/hl2sdk.git
synced 2024-12-23 01:59:43 +08:00
151 lines
4.4 KiB
C++
151 lines
4.4 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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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood
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extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood
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//-----------------------------------------------------------------------------
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// Purpose: Display's a blood sprite
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//-----------------------------------------------------------------------------
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class CTEBloodSprite : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTEBloodSprite, CBaseTempEntity );
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CTEBloodSprite( const char *name );
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virtual ~CTEBloodSprite( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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DECLARE_SERVERCLASS();
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public:
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CNetworkVector( m_vecOrigin );
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CNetworkVector( m_vecDirection );
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CNetworkVar( int, m_nSprayModel );
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CNetworkVar( int, m_nDropModel );
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CNetworkVar( int, r );
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CNetworkVar( int, g );
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CNetworkVar( int, b );
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CNetworkVar( int, a );
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CNetworkVar( int, m_nSize );
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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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CTEBloodSprite::CTEBloodSprite( const char *name ) :
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CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_nSprayModel = 0;
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m_nDropModel = 0;
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r = 0;
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g = 0;
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b = 0;
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a = 0;
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m_nSize = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEBloodSprite::~CTEBloodSprite( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *current_origin -
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// *current_angles -
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//-----------------------------------------------------------------------------
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void CTEBloodSprite::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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// Fill in data
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r = 255;
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g = 255;
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b = 63;
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a = 255;
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m_nSize = 16;
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m_vecOrigin = current_origin;
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m_nSprayModel = g_sModelIndexBloodSpray;
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m_nDropModel = g_sModelIndexBloodDrop;
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Vector forward;
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m_vecOrigin.GetForModify()[2] += 24;
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AngleVectors( current_angles, &forward );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
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CBroadcastRecipientFilter filter;
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Create( filter, 0.0 );
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}
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IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBloodSprite, DT_TEBloodSprite)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
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SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD),
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SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ),
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SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ),
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SendPropModelIndex( SENDINFO(m_nSprayModel) ),
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SendPropModelIndex( SENDINFO(m_nDropModel) ),
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SendPropInt( SENDINFO(m_nSize), 8, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton
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static CTEBloodSprite g_TEBloodSprite( "Blood Sprite" );
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//-----------------------------------------------------------------------------
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// Purpose: Public interface
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// Input : msg_dest -
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// delay -
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// *origin -
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// *recipient -
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// *org -
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// r -
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// g -
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// b -
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// a -
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// size -
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//-----------------------------------------------------------------------------
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void TE_BloodSprite( IRecipientFilter& filter, float delay,
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const Vector *org, const Vector *dir, int r, int g, int b, int a, int size )
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{
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// Set up parameters
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g_TEBloodSprite.m_vecOrigin = *org;
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g_TEBloodSprite.m_vecDirection = *dir;
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g_TEBloodSprite.r = r;
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g_TEBloodSprite.g = g;
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g_TEBloodSprite.b = b;
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g_TEBloodSprite.a = a;
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g_TEBloodSprite.m_nSize = size;
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// Implicit
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g_TEBloodSprite.m_nSprayModel = g_sModelIndexBloodSpray;
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g_TEBloodSprite.m_nDropModel = g_sModelIndexBloodDrop;
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// Create it
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g_TEBloodSprite.Create( filter, delay );
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} |