void TE_Explosion( IRecipientFilter& filter, float delay, const Vector* pPos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* pNormal, unsigned char materialType ) { g_TEExplosion.m_vecOrigin = *pPos; g_TEExplosion.m_nModelIndex = modelindex; g_TEExplosion.m_fScale = scale; g_TEExplosion.m_nFrameRate = framerate; g_TEExplosion.m_nFlags = flags; g_TEExplosion.m_nRadius = radius; g_TEExplosion.m_nMagnitude = magnitude; // Make a copy here so we can re-use it below g_TEExplosion.m_vecNormal = pNormal ? (*pNormal) : Vector(0,0,1); g_TEExplosion.m_chMaterialType = materialType; // Send it over the wire g_TEExplosion.Create( filter, delay ); }
void TE_Explosion( IRecipientFilter& filter, float delay, const Vector* pos, int modelindex, float scale, int framerate, int flags, int radius, int magnitude, const Vector* normal, unsigned char materialType ) { g_TEExplosion.m_vecOrigin = *pos; g_TEExplosion.m_nModelIndex = modelindex; g_TEExplosion.m_fScale = scale; g_TEExplosion.m_nFrameRate = framerate; g_TEExplosion.m_nFlags = flags; g_TEExplosion.m_nRadius = radius; g_TEExplosion.m_nMagnitude = magnitude; if ( normal ) g_TEExplosion.m_vecNormal = *normal; else g_TEExplosion.m_vecNormal = Vector(0,0,1); g_TEExplosion.m_chMaterialType = materialType; // Send it over the wire g_TEExplosion.Create( filter, delay ); }