source-engine-2018-hl2_src/game/server/te_bloodsprite.cpp

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2020-04-23 00:56:21 +08:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexBloodDrop; // (in combatweapon.cpp) holds the sprite index for the initial blood
extern short g_sModelIndexBloodSpray; // (in combatweapon.cpp) holds the sprite index for splattered blood
//-----------------------------------------------------------------------------
// Purpose: Display's a blood sprite
//-----------------------------------------------------------------------------
class CTEBloodSprite : public CBaseTempEntity
{
public:
DECLARE_CLASS( CTEBloodSprite, CBaseTempEntity );
CTEBloodSprite( const char *name );
virtual ~CTEBloodSprite( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
DECLARE_SERVERCLASS();
public:
CNetworkVector( m_vecOrigin );
CNetworkVector( m_vecDirection );
CNetworkVar( int, m_nSprayModel );
CNetworkVar( int, m_nDropModel );
CNetworkVar( int, r );
CNetworkVar( int, g );
CNetworkVar( int, b );
CNetworkVar( int, a );
CNetworkVar( int, m_nSize );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBloodSprite::CTEBloodSprite( const char *name ) :
CBaseTempEntity( name )
{
m_vecOrigin.Init();
m_nSprayModel = 0;
m_nDropModel = 0;
r = 0;
g = 0;
b = 0;
a = 0;
m_nSize = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBloodSprite::~CTEBloodSprite( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBloodSprite::Test( const Vector& current_origin, const QAngle& current_angles )
{
// Fill in data
r = 255;
g = 255;
b = 63;
a = 255;
m_nSize = 16;
m_vecOrigin = current_origin;
m_nSprayModel = g_sModelIndexBloodSpray;
m_nDropModel = g_sModelIndexBloodDrop;
Vector forward;
m_vecOrigin.GetForModify()[2] += 24;
AngleVectors( current_angles, &forward );
forward[2] = 0.0;
VectorNormalize( forward );
VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST_NOBASE(CTEBloodSprite, DT_TEBloodSprite)
SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
SendPropVector( SENDINFO(m_vecDirection), -1, SPROP_COORD),
SendPropInt( SENDINFO(r), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(g), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(b), 8, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(a), 8, SPROP_UNSIGNED ),
SendPropModelIndex( SENDINFO(m_nSprayModel) ),
SendPropModelIndex( SENDINFO(m_nDropModel) ),
SendPropInt( SENDINFO(m_nSize), 8, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton
static CTEBloodSprite g_TEBloodSprite( "Blood Sprite" );
//-----------------------------------------------------------------------------
// Purpose: Public interface
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *org -
// r -
// g -
// b -
// a -
// size -
//-----------------------------------------------------------------------------
void TE_BloodSprite( IRecipientFilter& filter, float delay,
const Vector *org, const Vector *dir, int r, int g, int b, int a, int size )
{
// Set up parameters
g_TEBloodSprite.m_vecOrigin = *org;
g_TEBloodSprite.m_vecDirection = *dir;
g_TEBloodSprite.r = r;
g_TEBloodSprite.g = g;
g_TEBloodSprite.b = b;
g_TEBloodSprite.a = a;
g_TEBloodSprite.m_nSize = size;
// Implicit
g_TEBloodSprite.m_nSprayModel = g_sModelIndexBloodSpray;
g_TEBloodSprite.m_nDropModel = g_sModelIndexBloodDrop;
// Create it
g_TEBloodSprite.Create( filter, delay );
}