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https://github.com/alliedmodders/hl2sdk.git
synced 2025-09-20 04:26:03 +08:00
Added original SDK code for Alien Swarm.
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121
game/server/te_sprite.cpp
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121
game/server/te_sprite.cpp
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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 "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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//-----------------------------------------------------------------------------
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// Purpose: Dispatches Sprite tempentity
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//-----------------------------------------------------------------------------
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class CTESprite : public CBaseTempEntity
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{
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public:
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DECLARE_CLASS( CTESprite, CBaseTempEntity );
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CTESprite( const char *name );
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virtual ~CTESprite( void );
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virtual void Test( const Vector& current_origin, const QAngle& current_angles );
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virtual void Precache( void );
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DECLARE_SERVERCLASS();
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public:
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CNetworkVector( m_vecOrigin );
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CNetworkVar( int, m_nModelIndex );
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CNetworkVar( float, m_fScale );
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CNetworkVar( int, m_nBrightness );
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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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CTESprite::CTESprite( const char *name ) :
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CBaseTempEntity( name )
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{
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m_vecOrigin.Init();
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m_nModelIndex = 0;
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m_fScale = 0;
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m_nBrightness = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CTESprite::~CTESprite( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CTESprite::Precache( void )
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{
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CBaseEntity::PrecacheModel("sprites/gunsmoke.vmt");
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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 CTESprite::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_nModelIndex = CBaseEntity::PrecacheModel("sprites/gunsmoke.vmt");
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m_fScale = 0.8;
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m_nBrightness = 200;
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m_vecOrigin = current_origin;
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Vector forward, right;
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m_vecOrigin.GetForModify()[2] += 24;
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AngleVectors( current_angles, &forward, &right, NULL );
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forward[2] = 0.0;
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VectorNormalize( forward );
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VectorMA( m_vecOrigin, 50.0, forward, m_vecOrigin.GetForModify() );
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VectorMA( m_vecOrigin, -25.0, right, m_vecOrigin.GetForModify() );
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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(CTESprite, DT_TESprite)
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SendPropVector( SENDINFO(m_vecOrigin), -1, SPROP_COORD),
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SendPropModelIndex( SENDINFO(m_nModelIndex) ),
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SendPropFloat( SENDINFO(m_fScale ), 8, SPROP_ROUNDDOWN, 0.0, 25.6 ),
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SendPropInt( SENDINFO(m_nBrightness), 8, SPROP_UNSIGNED ),
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END_SEND_TABLE()
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// Singleton to fire TESprite objects
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static CTESprite g_TESprite( "Sprite" );
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void TE_Sprite( IRecipientFilter& filter, float delay,
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const Vector *pos, int modelindex, float size, int brightness )
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{
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g_TESprite.m_vecOrigin = *pos;
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g_TESprite.m_nModelIndex = modelindex;
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g_TESprite.m_fScale = size;
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g_TESprite.m_nBrightness = brightness;
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// Send it over the wire
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g_TESprite.Create( filter, delay );
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}
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