/*** * * Copyright (c) 1996-2002, Valve LLC. All rights reserved. * * This product contains software technology licensed from Id * Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. * All Rights Reserved. * * Use, distribution, and modification of this source code and/or resulting * object code is restricted to non-commercial enhancements to products from * Valve LLC. All other use, distribution, or modification is prohibited * without written permission from Valve LLC. * ****/ #include "extdll.h" #include "util.h" #include "cbase.h" #include "monsters.h" #include "weapons.h" #include "nodes.h" #include "player.h" #include "gamerules.h" LINK_ENTITY_TO_CLASS( light_spot2, CLightSpot ) //========================================================= //========================================================= CLightSpot *CLightSpot::CreateSpot( void ) { CLightSpot *pSpot = GetClassPtr( (CLightSpot *)NULL ); pSpot->Spawn(); pSpot->pev->classname = MAKE_STRING( "light_spot2" ); return pSpot; } //========================================================= //========================================================= void CLightSpot::Spawn( void ) { Precache(); pev->movetype = MOVETYPE_NONE; pev->solid = SOLID_NOT; pev->rendermode = kRenderTransAdd; pev->renderfx = kRenderFxNoDissipation; SetBits( pev->effects, EF_DIMLIGHT ); pev->renderamt = 185; SET_MODEL( ENT( pev ), "sprites/beam.spr" ); UTIL_SetOrigin( pev, pev->origin ); } void CLightSpot::Precache( void ) { PRECACHE_MODEL( "sprites/beam.spr" ); }