Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "basegrenade_shared.h"
#include "IEffects.h"
#include "c_baseplayer.h"
extern ConVar lod_effect_distance;
//-----------------------------------------------------------------------------
// Purpose: Client side entity for the ferry target items
//-----------------------------------------------------------------------------
class C_GrenadeObjectSapper : public C_BaseGrenade
{
DECLARE_CLASS( C_GrenadeObjectSapper, C_BaseGrenade );
public:
DECLARE_CLIENTCLASS();
C_GrenadeObjectSapper();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink( void );
public:
C_GrenadeObjectSapper( const C_GrenadeObjectSapper & );
bool m_bSapping;
float m_flNextEffectTime;
};
IMPLEMENT_CLIENTCLASS_DT(C_GrenadeObjectSapper, DT_GrenadeObjectSapper, CGrenadeObjectSapper)
RecvPropInt(RECVINFO(m_bSapping)),
END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_GrenadeObjectSapper::C_GrenadeObjectSapper( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_GrenadeObjectSapper::OnDataChanged( DataUpdateType_t updateType )
{
BaseClass::OnDataChanged( updateType );
// Only think when sapping
if ( m_bSapping )
{
SetNextClientThink( CLIENT_THINK_ALWAYS );
m_flNextEffectTime = gpGlobals->curtime;
}
else
{
SetNextClientThink( CLIENT_THINK_NEVER );
}
}
//-----------------------------------------------------------------------------
// Purpose: Spawn effects if I'm sapping
//-----------------------------------------------------------------------------
void C_GrenadeObjectSapper::ClientThink( void )
{
if ( m_flNextEffectTime < gpGlobals->curtime )
{
// Haxory LOD
C_BasePlayer *pPlayer = C_BasePlayer::GetLocalPlayer();
if ( (GetAbsOrigin() - pPlayer->GetAbsOrigin()).LengthSqr() < lod_effect_distance.GetFloat() )
{
g_pEffects->Sparks( GetAbsOrigin() );
}
m_flNextEffectTime = gpGlobals->curtime + 0.3;
}
}