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