136 lines
3.8 KiB
C++
136 lines
3.8 KiB
C++
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//========= Copyright <20> 1996-2005, 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 "te_particlesystem.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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//-----------------------------------------------------------------------------
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// Purpose: Dispatches blood stream tempentity
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//-----------------------------------------------------------------------------
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class CTEBloodStream : public CTEParticleSystem
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{
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public:
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DECLARE_CLASS( CTEBloodStream, CTEParticleSystem );
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CTEBloodStream( const char *name );
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virtual ~CTEBloodStream( 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_vecDirection );
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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_nAmount );
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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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CTEBloodStream::CTEBloodStream( const char *name ) :
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BaseClass( name )
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{
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m_vecDirection.Init();
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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_nAmount = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTEBloodStream::~CTEBloodStream( 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 CTEBloodStream::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 = 247;
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g = 0;
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b = 0;
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a = 255;
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m_nAmount = random->RandomInt(50, 150);
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m_vecOrigin = current_origin;
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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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m_vecOrigin += forward * 50;
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m_vecDirection = UTIL_RandomBloodVector();
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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(CTEBloodStream, DT_TEBloodStream)
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SendPropVector( SENDINFO(m_vecDirection), 11, 0, -10.0, 10.0 ),
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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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SendPropInt( SENDINFO(m_nAmount), 8, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TEBloodStream objects
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static CTEBloodStream g_TEBloodStream( "Blood Stream" );
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//-----------------------------------------------------------------------------
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// Purpose: Creates a blood stream
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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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// *dir -
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// r -
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// g -
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// b -
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// a -
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// amount -
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//-----------------------------------------------------------------------------
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void TE_BloodStream( IRecipientFilter& filter, float delay,
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const Vector* org, const Vector* dir, int r, int g, int b, int a, int amount )
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{
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g_TEBloodStream.m_vecOrigin = *org;
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g_TEBloodStream.m_vecDirection = *dir;
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g_TEBloodStream.r = r;
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g_TEBloodStream.g = g;
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g_TEBloodStream.b = b;
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g_TEBloodStream.a = a;
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g_TEBloodStream.m_nAmount = amount;
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// Send it over the wire
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g_TEBloodStream.Create( filter, delay );
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}
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