140 lines
		
	
	
		
			4.0 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			140 lines
		
	
	
		
			4.0 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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// $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_sModelIndexBubbles;// holds the index for the bubbles model
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enum
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{
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	BUBBLE_TRAIL_COUNT_BITS = 8,
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	BUBBLE_TRAIL_MAX_COUNT = ( (1 << BUBBLE_TRAIL_COUNT_BITS) - 1 ),
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};
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//-----------------------------------------------------------------------------
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// Purpose: Dispatches bubble trail
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//-----------------------------------------------------------------------------
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class CTEBubbleTrail : public CBaseTempEntity
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{
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public:
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	DECLARE_CLASS( CTEBubbleTrail, CBaseTempEntity );
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					CTEBubbleTrail( const char *name );
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	virtual			~CTEBubbleTrail( 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_vecMins );
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	CNetworkVector( m_vecMaxs );
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	CNetworkVar( float, m_flWaterZ );
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	CNetworkVar( int, m_nModelIndex );
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	CNetworkVar( int, m_nCount );
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	CNetworkVar( float, m_fSpeed );
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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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CTEBubbleTrail::CTEBubbleTrail( const char *name ) :
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	CBaseTempEntity( name )
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{
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	m_vecMins.Init();
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	m_vecMaxs.Init();
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	m_flWaterZ = 0.0;
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	m_nModelIndex = 0;
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	m_nCount = 0;
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	m_fSpeed = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: 
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//-----------------------------------------------------------------------------
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CTEBubbleTrail::~CTEBubbleTrail( 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 CTEBubbleTrail::Test( const Vector& current_origin, const QAngle& current_angles )
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{
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	// Fill in data
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	m_vecMins = current_origin;
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	Vector forward;
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	m_vecMins.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_vecMins, 100.0, forward, m_vecMins.GetForModify() );
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	m_vecMaxs = m_vecMins + Vector( 256, 256, 256 );
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	m_fSpeed = 8;
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	m_nCount = 20;
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	m_flWaterZ = 0;
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	m_nModelIndex = g_sModelIndexBubbles;
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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(CTEBubbleTrail, DT_TEBubbleTrail)
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	SendPropVector( SENDINFO(m_vecMins), -1, SPROP_COORD),
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	SendPropVector( SENDINFO(m_vecMaxs), -1, SPROP_COORD),
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	SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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	SendPropFloat( SENDINFO(m_flWaterZ ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
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	SendPropInt( SENDINFO(m_nCount), BUBBLE_TRAIL_COUNT_BITS, SPROP_UNSIGNED ),
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	SendPropFloat( SENDINFO(m_fSpeed ), 17, 0, MIN_COORD_INTEGER, MAX_COORD_INTEGER ),
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END_SEND_TABLE()
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// Singleton to fire TEBubbleTrail objects
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static CTEBubbleTrail g_TEBubbleTrail( "Bubble Trail" );
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//-----------------------------------------------------------------------------
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// Purpose: 
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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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//			*mins - 
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//			*maxs - 
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//			height - 
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//			modelindex - 
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//			count - 
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//			speed - 
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//-----------------------------------------------------------------------------
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void TE_BubbleTrail( IRecipientFilter& filter, float delay,
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	const Vector* mins, const Vector* maxs, float flWaterZ, int modelindex, int count, float speed )
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{
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	g_TEBubbleTrail.m_vecMins = *mins;
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	g_TEBubbleTrail.m_vecMaxs = *maxs;
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	g_TEBubbleTrail.m_flWaterZ = flWaterZ;
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	g_TEBubbleTrail.m_nModelIndex = modelindex;
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	g_TEBubbleTrail.m_nCount = MIN( count, BUBBLE_TRAIL_MAX_COUNT );
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	g_TEBubbleTrail.m_fSpeed = speed;
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	// Send it over the wire
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	g_TEBubbleTrail.Create( filter, delay );
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} |