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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//=============================================================================//
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#include "cbase.h"
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#include "particle_smokegrenade.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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IMPLEMENT_SERVERCLASS_ST(ParticleSmokeGrenade, DT_ParticleSmokeGrenade)
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SendPropTime(SENDINFO(m_flSpawnTime) ),
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SendPropFloat(SENDINFO(m_FadeStartTime), 0, SPROP_NOSCALE),
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SendPropFloat(SENDINFO(m_FadeEndTime), 0, SPROP_NOSCALE),
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SendPropInt(SENDINFO(m_CurrentStage), 1, SPROP_UNSIGNED),
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END_SEND_TABLE()
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LINK_ENTITY_TO_CLASS( env_particlesmokegrenade, ParticleSmokeGrenade );
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BEGIN_DATADESC( ParticleSmokeGrenade )
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DEFINE_FIELD( m_CurrentStage, FIELD_CHARACTER ),
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DEFINE_FIELD( m_FadeStartTime, FIELD_TIME ),
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DEFINE_FIELD( m_FadeEndTime, FIELD_TIME ),
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DEFINE_FIELD( m_flSpawnTime, FIELD_TIME ),
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END_DATADESC()
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ParticleSmokeGrenade::ParticleSmokeGrenade()
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{
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m_CurrentStage = 0;
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m_FadeStartTime = 17;
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m_FadeEndTime = 22;
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m_flSpawnTime = gpGlobals->curtime;
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}
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ParticleSmokeGrenade::~ParticleSmokeGrenade()
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{
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}
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// Smoke grenade particles should always transmitted to clients. If not, a client who
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// enters the PVS late will see the smoke start billowing from then, allowing better vision.
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int ParticleSmokeGrenade::UpdateTransmitState( void )
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{
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if ( IsEffectActive( EF_NODRAW ) )
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return SetTransmitState( FL_EDICT_DONTSEND );
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return SetTransmitState( FL_EDICT_ALWAYS );
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}
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void ParticleSmokeGrenade::Spawn()
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{
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BaseClass::Spawn();
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SetNextThink( gpGlobals->curtime );
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m_creatorPlayer = NULL;
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}
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void ParticleSmokeGrenade::SetCreator(CBasePlayer *creator)
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{
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m_creatorPlayer = creator;
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}
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CBasePlayer* ParticleSmokeGrenade::GetCreator()
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{
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return (CBasePlayer*)m_creatorPlayer.Get();
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}
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void ParticleSmokeGrenade::FillVolume()
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{
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m_CurrentStage = 1;
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CollisionProp()->SetCollisionBounds( Vector( -50, -50, -50 ), Vector( 50, 50, 50 ) );
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}
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void ParticleSmokeGrenade::SetFadeTime(float startTime, float endTime)
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{
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m_FadeStartTime = startTime;
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m_FadeEndTime = endTime;
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}
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// Fade start and end are relative to current time
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void ParticleSmokeGrenade::SetRelativeFadeTime(float startTime, float endTime)
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{
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float flCurrentTime = gpGlobals->curtime - m_flSpawnTime;
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m_FadeStartTime = flCurrentTime + startTime;
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m_FadeEndTime = flCurrentTime + endTime;
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}
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void ParticleSmokeGrenade::Think()
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{
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// Override, don't extend. (Baseclass's Think just deletes.)
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float now = gpGlobals->curtime;
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if( now >= (m_flSpawnTime + m_FadeEndTime) )
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{
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// We are done
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UTIL_Remove(this);
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return;
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}
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const float PSG_THINK_DELAY = 1.0f;
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SetNextThink(now + PSG_THINK_DELAY);
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}
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