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101 lines
2.5 KiB
101 lines
2.5 KiB
/*** |
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* |
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved. |
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* |
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* This product contains software technology licensed from Id |
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc. |
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* All Rights Reserved. |
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* |
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* Use, distribution, and modification of this source code and/or resulting |
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* object code is restricted to non-commercial enhancements to products from |
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* Valve LLC. All other use, distribution, or modification is prohibited |
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* without written permission from Valve LLC. |
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* |
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****/ |
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#if !defined( OEM_BUILD ) |
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#include "extdll.h" |
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#include "util.h" |
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#include "cbase.h" |
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#include "monsters.h" |
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#include "weapons.h" |
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#include "nodes.h" |
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#include "player.h" |
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#include "gamerules.h" |
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#ifndef CLIENT_DLL |
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot ) |
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//========================================================= |
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//========================================================= |
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CLaserSpot *CLaserSpot::CreateSpot( void ) |
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{ |
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CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL ); |
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pSpot->Spawn(); |
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pSpot->pev->classname = MAKE_STRING( "laser_spot" ); |
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return pSpot; |
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} |
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//========================================================= |
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//========================================================= |
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CLaserSpot *CLaserSpot::CreateSpot( const char* spritename ) |
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{ |
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CLaserSpot *pSpot = CreateSpot(); |
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SET_MODEL(ENT(pSpot->pev), spritename); |
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return pSpot; |
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} |
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//========================================================= |
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//========================================================= |
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void CLaserSpot::Spawn( void ) |
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{ |
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Precache(); |
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pev->movetype = MOVETYPE_NONE; |
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pev->solid = SOLID_NOT; |
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pev->rendermode = kRenderGlow; |
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pev->renderfx = kRenderFxNoDissipation; |
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pev->renderamt = 255; |
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SET_MODEL( ENT( pev ), "sprites/laserdot.spr" ); |
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UTIL_SetOrigin( this, pev->origin ); |
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}; |
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//========================================================= |
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// Suspend- make the laser sight invisible. |
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//========================================================= |
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void CLaserSpot::Suspend( float flSuspendTime ) |
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{ |
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pev->effects |= EF_NODRAW; |
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//LRC: -1 means suspend indefinitely |
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if (flSuspendTime == -1) |
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{ |
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SetThink( NULL ); |
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} |
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else |
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{ |
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SetThink( &CLaserSpot::Revive ); |
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SetNextThink( flSuspendTime ); |
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} |
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} |
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//========================================================= |
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// Revive - bring a suspended laser sight back. |
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//========================================================= |
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void CLaserSpot::Revive( void ) |
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{ |
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pev->effects &= ~EF_NODRAW; |
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SetThink( NULL ); |
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} |
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void CLaserSpot::Precache( void ) |
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{ |
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PRECACHE_MODEL( "sprites/laserdot.spr" ); |
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} |
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#endif |
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#endif
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