CBasePlasmaProjectile *CBasePlasmaProjectile::CreatePredicted( const Vector &vecOrigin, const Vector &vecForward, const Vector& gunOffset, int damageType, CBasePlayer *pOwner )
{
	CBasePlasmaProjectile *pMissile = (CBasePlasmaProjectile*)CREATE_PREDICTED_ENTITY("base_plasmaprojectile");
	if ( pMissile )
	{
		pMissile->SetOwnerEntity( pOwner );
		pMissile->SetPlayerSimulated( pOwner );
		pMissile->SetupProjectile( vecOrigin, vecForward, damageType, pOwner );
		pMissile->m_vecGunOriginOffset = gunOffset;
	}

	return pMissile;
}
Пример #2
0
//-----------------------------------------------------------------------------
// Purpose: Create a laser designation
//-----------------------------------------------------------------------------
CEnvLaserDesignation *CEnvLaserDesignation::CreatePredicted( CBasePlayer *pOwner )
{
    CEnvLaserDesignation *pDesignation = (CEnvLaserDesignation*)CREATE_PREDICTED_ENTITY("env_laserdesignation");
    if ( pDesignation )
    {
        pDesignation->Spawn();
        pDesignation->SetOwnerEntity( pOwner );
        pDesignation->SetPlayerSimulated( pOwner );
        pDesignation->ChangeTeam( pOwner->GetTeamNumber() );
        pDesignation->SetActive( false );
    }

    return pDesignation;
}
//-----------------------------------------------------------------------------
// Purpose: Create a missile
//-----------------------------------------------------------------------------
CASW_Shotgun_Pellet_Predicted *CASW_Shotgun_Pellet_Predicted::CreatePellet( const Vector &vecOrigin, const Vector &vecForward, CBasePlayer *pCommander, CBaseEntity *pMarine )
{
	CASW_Shotgun_Pellet_Predicted *pProjectile = (CASW_Shotgun_Pellet_Predicted*)CREATE_PREDICTED_ENTITY( "asw_shotgun_pellet_predicted" );
	if ( pProjectile )
	{
		UTIL_SetOrigin( pProjectile, vecOrigin );
		pProjectile->SetOwnerEntity( pMarine );
		pProjectile->Spawn();
		pProjectile->SetPlayerSimulated( pCommander );
		pProjectile->SetAbsVelocity( vecForward );
		pProjectile->SetCommander(pCommander);

		QAngle angles;
		VectorAngles( vecForward, angles );
		pProjectile->SetLocalAngles( angles );

#ifdef CLIENT_DLL
		// create a trail beam (it'll fade out and kill itself after a short period)
		C_ASW_Trail_Beam *pBeam = new C_ASW_Trail_Beam();
		if (pBeam)
		{
			if ( pBeam->InitializeAsClientEntity( NULL, false ) )
			{
				pBeam->InitBeam(pProjectile->GetAbsOrigin(), pProjectile);
			}
			else
			{
				UTIL_Remove( pBeam );
			}
		}
#endif

		//pProjectile->SetLocalAngularVelocity( SHARED_RANDOMANGLE( -500, 500 ) );
	}

	return pProjectile;
}