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Update from SDK 2013

This commit is contained in:
Kenzzer
2025-02-19 18:39:00 -05:00
committed by Nicholas Hastings
parent 6d5c024820
commit 94b660e16e
7474 changed files with 2597282 additions and 1254065 deletions

View File

@ -1,127 +1,127 @@
//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_basebeam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
//-----------------------------------------------------------------------------
class CTEBeamLaser : public CTEBaseBeam
{
DECLARE_CLASS( CTEBeamLaser, CTEBaseBeam );
public:
DECLARE_SERVERCLASS();
CTEBeamLaser( const char *name );
virtual ~CTEBeamLaser( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public:
CNetworkVar( int, m_nStartEntity );
CNetworkVar( int, m_nEndEntity );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamLaser::CTEBeamLaser( const char *name ) :
CTEBaseBeam( name )
{
m_nStartEntity = 0;
m_nEndEntity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamLaser::~CTEBeamLaser( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamLaser::Test( const Vector& current_origin, const QAngle& current_angles )
{
m_nStartEntity = 1;
m_nEndEntity = 0;
m_nModelIndex = g_sModelIndexSmoke;
m_nStartFrame = 0;
m_nFrameRate = 10;
m_fLife = 2.0;
m_fWidth = 1.0;
m_fAmplitude = 1.0;
r = 127;
g = 63;
b = 0;
a = 150;
m_nSpeed = 1;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST( CTEBeamLaser, DT_TEBeamLaser)
SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEBeamLaser objects
static CTEBeamLaser g_TEBeamLaser( "BeamLaser" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *start -
// *end -
// modelindex -
// startframe -
// framerate -
// msg_dest -
// delay -
// origin -
// recipient -
//-----------------------------------------------------------------------------
void TE_BeamLaser( IRecipientFilter& filter, float delay,
int start, int end, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed )
{
g_TEBeamLaser.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamLaser.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamLaser.m_nModelIndex = modelindex;
g_TEBeamLaser.m_nHaloIndex = haloindex;
g_TEBeamLaser.m_nStartFrame = startframe;
g_TEBeamLaser.m_nFrameRate = framerate;
g_TEBeamLaser.m_fLife = life;
g_TEBeamLaser.m_fWidth = width;
g_TEBeamLaser.m_fEndWidth = endWidth;
g_TEBeamLaser.m_nFadeLength = fadeLength;
g_TEBeamLaser.m_fAmplitude = amplitude;
g_TEBeamLaser.m_nSpeed = speed;
g_TEBeamLaser.r = r;
g_TEBeamLaser.g = g;
g_TEBeamLaser.b = b;
g_TEBeamLaser.a = a;
// Send it over the wire
g_TEBeamLaser.Create( filter, delay );
}
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basetempentity.h"
#include "te_basebeam.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
extern short g_sModelIndexSmoke; // (in combatweapon.cpp) holds the index for the smoke cloud
//-----------------------------------------------------------------------------
// Purpose: Beam used for Laser sights. Fades out when it's perpendicular to the viewpoint.
//-----------------------------------------------------------------------------
class CTEBeamLaser : public CTEBaseBeam
{
DECLARE_CLASS( CTEBeamLaser, CTEBaseBeam );
public:
DECLARE_SERVERCLASS();
CTEBeamLaser( const char *name );
virtual ~CTEBeamLaser( void );
virtual void Test( const Vector& current_origin, const QAngle& current_angles );
public:
CNetworkVar( int, m_nStartEntity );
CNetworkVar( int, m_nEndEntity );
};
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CTEBeamLaser::CTEBeamLaser( const char *name ) :
CTEBaseBeam( name )
{
m_nStartEntity = 0;
m_nEndEntity = 0;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTEBeamLaser::~CTEBeamLaser( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : *current_origin -
// *current_angles -
//-----------------------------------------------------------------------------
void CTEBeamLaser::Test( const Vector& current_origin, const QAngle& current_angles )
{
m_nStartEntity = 1;
m_nEndEntity = 0;
m_nModelIndex = g_sModelIndexSmoke;
m_nStartFrame = 0;
m_nFrameRate = 10;
m_fLife = 2.0;
m_fWidth = 1.0;
m_fAmplitude = 1.0;
r = 127;
g = 63;
b = 0;
a = 150;
m_nSpeed = 1;
CBroadcastRecipientFilter filter;
Create( filter, 0.0 );
}
IMPLEMENT_SERVERCLASS_ST( CTEBeamLaser, DT_TEBeamLaser)
SendPropInt( SENDINFO(m_nStartEntity), 24, SPROP_UNSIGNED ),
SendPropInt( SENDINFO(m_nEndEntity), 24, SPROP_UNSIGNED ),
END_SEND_TABLE()
// Singleton to fire TEBeamLaser objects
static CTEBeamLaser g_TEBeamLaser( "BeamLaser" );
//-----------------------------------------------------------------------------
// Purpose:
// Input : msg_dest -
// delay -
// *origin -
// *recipient -
// *start -
// *end -
// modelindex -
// startframe -
// framerate -
// msg_dest -
// delay -
// origin -
// recipient -
//-----------------------------------------------------------------------------
void TE_BeamLaser( IRecipientFilter& filter, float delay,
int start, int end, int modelindex, int haloindex, int startframe, int framerate,
float life, float width, float endWidth, int fadeLength, float amplitude, int r, int g, int b, int a, int speed )
{
g_TEBeamLaser.m_nStartEntity = (start & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamLaser.m_nEndEntity = (end & 0x0FFF) | ((1 & 0xF)<<12);
g_TEBeamLaser.m_nModelIndex = modelindex;
g_TEBeamLaser.m_nHaloIndex = haloindex;
g_TEBeamLaser.m_nStartFrame = startframe;
g_TEBeamLaser.m_nFrameRate = framerate;
g_TEBeamLaser.m_fLife = life;
g_TEBeamLaser.m_fWidth = width;
g_TEBeamLaser.m_fEndWidth = endWidth;
g_TEBeamLaser.m_nFadeLength = fadeLength;
g_TEBeamLaser.m_fAmplitude = amplitude;
g_TEBeamLaser.m_nSpeed = speed;
g_TEBeamLaser.r = r;
g_TEBeamLaser.g = g;
g_TEBeamLaser.b = b;
g_TEBeamLaser.a = a;
// Send it over the wire
g_TEBeamLaser.Create( filter, delay );
}