//----------------------------------------------------------------------------- // Purpose: RecvProxy that converts a marine's player UtlVector to entindexes //----------------------------------------------------------------------------- void RecvProxy_AOEGrenList( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_ASW_AOEGrenade_Projectile *pAOEGren = (C_ASW_AOEGrenade_Projectile*)pStruct; CBaseHandle *pHandle = (CBaseHandle*)(&(pAOEGren->m_hAOETargets[pData->m_iElement])); RecvProxy_IntToEHandle( pData, pStruct, pHandle ); // update the heal beams pAOEGren->m_bUpdateAOETargets = true; }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void RecvProxy_HealingTarget( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CWeaponMedigun *pMedigun = ((CWeaponMedigun*)(pStruct)); if ( pMedigun != NULL ) { pMedigun->ForceHealingTargetUpdate(); } RecvProxy_IntToEHandle( pData, pStruct, pOut ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void RecvProxy_HealingTargetKritzKrieg( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CWeaponKritzkrieg *pKritzkrieg = ((CWeaponKritzkrieg*)(pStruct)); if ( pKritzkrieg != NULL ) { pKritzkrieg->ForceHealingTargetUpdate(); } RecvProxy_IntToEHandle( pData, pStruct, pOut ); }
void RecvProxy_HookDied(const CRecvProxyData *pData, void *pStruct, void *pOut) { CWeaponGrapple *pGrapple = ((CWeaponGrapple*)pStruct); RecvProxy_IntToEHandle(pData, pStruct, pOut); CBaseEntity *pNewHook = pGrapple->GetHook(); if (pNewHook == NULL) { if (pGrapple->GetOwner() && pGrapple->GetOwner()->GetActiveWeapon() == pGrapple) { pGrapple->NotifyHookDied(); } } }
static void RecvProxy_Weapon( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CBaseViewModel *pViewModel = ((CBaseViewModel*)pStruct); CBaseCombatWeapon *pOldWeapon = pViewModel->GetOwningWeapon(); // Chain through to the default recieve proxy ... RecvProxy_IntToEHandle( pData, pStruct, pOut ); // ... and reset our cycle index if the server is switching weapons on us CBaseCombatWeapon *pNewWeapon = pViewModel->GetOwningWeapon(); if ( pNewWeapon != pOldWeapon ) { // Restart animation at frame 0 pViewModel->SetCycle( 0 ); pViewModel->m_flAnimTime = gpGlobals->curtime; } }
//----------------------------------------------------------------------------- // Purpose: RecvProxy that converts the Player's object UtlVector to entindexes //----------------------------------------------------------------------------- void RecvProxy_TeamObjectList( const CRecvProxyData *pData, void *pStruct, void *pOut ) { C_TFTeam *pPlayer = (C_TFTeam*)pStruct; CBaseHandle *pHandle = (CBaseHandle*)(&(pPlayer->m_aObjects[pData->m_iElement])); RecvProxy_IntToEHandle( pData, pStruct, pHandle ); }
//----------------------------------------------------------------------------- // Moveparent receive proxies //----------------------------------------------------------------------------- void RecvProxy_IntToMoveParent( const CRecvProxyData *pData, void *pStruct, void *pOut ) { CHandle<C_BaseEntity> *pHandle = (CHandle<C_BaseEntity>*)pOut; RecvProxy_IntToEHandle( pData, pStruct, (CBaseHandle*)pHandle ); }