102 lines
3.2 KiB
C++
102 lines
3.2 KiB
C++
//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
|
|
//
|
|
// Purpose:
|
|
//
|
|
// $Workfile: $
|
|
// $Date: $
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
// $Log: $
|
|
//
|
|
// $NoKeywords: $
|
|
//=============================================================================//
|
|
#include "cbase.h"
|
|
#include "basetempentity.h"
|
|
#include "te_effect_dispatch.h"
|
|
#include "networkstringtable_gamedll.h"
|
|
|
|
// memdbgon must be the last include file in a .cpp file!!!
|
|
#include "tier0/memdbgon.h"
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose: This TE provides a simple interface to dispatch effects by name using DispatchEffect().
|
|
//-----------------------------------------------------------------------------
|
|
class CTEEffectDispatch : public CBaseTempEntity
|
|
{
|
|
public:
|
|
DECLARE_CLASS( CTEEffectDispatch, CBaseTempEntity );
|
|
|
|
CTEEffectDispatch( const char *name );
|
|
virtual ~CTEEffectDispatch( void );
|
|
|
|
DECLARE_SERVERCLASS();
|
|
|
|
public:
|
|
CEffectData m_EffectData;
|
|
};
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
// Input : *name -
|
|
//-----------------------------------------------------------------------------
|
|
CTEEffectDispatch::CTEEffectDispatch( const char *name ) :
|
|
CBaseTempEntity( name )
|
|
{
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
CTEEffectDispatch::~CTEEffectDispatch( void )
|
|
{
|
|
}
|
|
|
|
IMPLEMENT_SERVERCLASS_ST( CTEEffectDispatch, DT_TEEffectDispatch )
|
|
SendPropDataTable( SENDINFO_DT( m_EffectData ), &REFERENCE_SEND_TABLE( DT_EffectData ) )
|
|
END_SEND_TABLE()
|
|
|
|
|
|
// Singleton to fire TEEffectDispatch objects
|
|
static CTEEffectDispatch g_TEEffectDispatch( "EffectDispatch" );
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void DispatchEffect( const char *pName, const CEffectData &data )
|
|
{
|
|
|
|
CPASFilter filter( data.m_vOrigin );
|
|
|
|
|
|
if ( !te->SuppressTE( filter ) )
|
|
{
|
|
// Copy the supplied effect data.
|
|
g_TEEffectDispatch.m_EffectData = data;
|
|
|
|
// Get the entry index in the string table.
|
|
g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
|
|
|
|
// Send it to anyone who can see the effect's origin.
|
|
g_TEEffectDispatch.Create( filter, 0 );
|
|
}
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Purpose:
|
|
//-----------------------------------------------------------------------------
|
|
void DispatchEffect( IRecipientFilter& filter, float flDelay, const char *pName, const CEffectData &data )
|
|
{
|
|
if ( !te->SuppressTE( filter ) )
|
|
{
|
|
// Copy the supplied effect data.
|
|
g_TEEffectDispatch.m_EffectData = data;
|
|
|
|
// Get the entry index in the string table.
|
|
g_TEEffectDispatch.m_EffectData.m_iEffectName = GetEffectIndex( pName );
|
|
|
|
// Send it to anyone who can see the effect's origin.
|
|
g_TEEffectDispatch.Create( filter, flDelay );
|
|
}
|
|
}
|