Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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/***
*
* Copyright (c) 1996-2001, 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 "weapons.h"
#include "player.h"
#include "gamerules.h"
#include "flashlightspot.h"
LINK_ENTITY_TO_CLASS(flashlight_spot, CFlashlightSpot);
//=========================================================
//=========================================================
CFlashlightSpot *CFlashlightSpot::CreateSpot(void)
{
CFlashlightSpot *pSpot = GetClassPtr((CFlashlightSpot *)NULL);
pSpot->Spawn();
pSpot->pev->classname = MAKE_STRING("flashlight_spot");
return pSpot;
}
//=========================================================
//=========================================================
void CFlashlightSpot::Spawn(void)
{
Precache();
pev->movetype = MOVETYPE_NONE;
pev->solid = SOLID_NOT;
pev->rendermode = kRenderGlow; // kRenderGlow
pev->renderfx = kRenderFxNoDissipation;
pev->renderamt = 128;
pev->scale = 4;
SET_MODEL(ENT(pev), "sprites/beam2.spr");
UTIL_SetOrigin(pev, pev->origin);
};
void CFlashlightSpot::Precache(void)
{
PRECACHE_MODEL("sprites/beam2.spr");
};