sqwarmed/sdk_src/game/client/c_te_beamspline.cpp

87 lines
2.5 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basetempentity.h"
#include "tier0/vprof.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#define MAX_SPLINE_POINTS 16
//-----------------------------------------------------------------------------
// Purpose: BeamSpline TE
//-----------------------------------------------------------------------------
class C_TEBeamSpline : public C_BaseTempEntity
{
public:
DECLARE_CLASS( C_TEBeamSpline, C_BaseTempEntity );
DECLARE_CLIENTCLASS();
C_TEBeamSpline( void );
virtual ~C_TEBeamSpline( void );
virtual void PostDataUpdate( DataUpdateType_t updateType );
public:
Vector m_vecPoints[ MAX_SPLINE_POINTS ];
int m_nPoints;
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamSpline::C_TEBeamSpline( void )
{
int i;
for ( i = 0; i < MAX_SPLINE_POINTS; i++ )
{
m_vecPoints[ i ].Init();
}
m_nPoints = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_TEBeamSpline::~C_TEBeamSpline( void )
{
}
void TE_BeamSpline( IRecipientFilter& filter, float delay,
int points, Vector* rgPoints )
{
DevMsg( 1, "Beam spline with %i points invoked\n", points );
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : bool -
//-----------------------------------------------------------------------------
void C_TEBeamSpline::PostDataUpdate( DataUpdateType_t updateType )
{
VPROF( "C_TEBeamSpline::PostDataUpdate" );
DevMsg( 1, "Beam spline with %i points received\n", m_nPoints );
}
// Expose the TE to the engine.
IMPLEMENT_CLIENTCLASS_EVENT( C_TEBeamSpline, DT_TEBeamSpline, CTEBeamSpline );
BEGIN_RECV_TABLE_NOBASE(C_TEBeamSpline, DT_TEBeamSpline)
RecvPropInt( RECVINFO( m_nPoints )),
RecvPropArray(
RecvPropVector( RECVINFO(m_vecPoints[0])),
m_vecPoints)
END_RECV_TABLE()