//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "hud.h" #include "c_obj_sapper.h" #include "c_tf_player.h" #include // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" using namespace vgui; //----------------------------------------------------------------------------- // Purpose: Start thinking //----------------------------------------------------------------------------- void C_ObjectSapper::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type ); if ( type == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } } //----------------------------------------------------------------------------- // Purpose: Create the sparking effect if we're built and ready //----------------------------------------------------------------------------- void C_ObjectSapper::ClientThink( void ) { IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" ); if ( event ) { event->SetInt( "building_type", OBJ_ATTACHMENT_SAPPER ); event->SetInt( "object_mode", GetObjectMode() ); gameeventmanager->FireEventClientSide( event ); } } float C_ObjectSapper::GetReversesBuildingConstructionSpeed( void ) { float flReverseSpeed = 0.0f; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flReverseSpeed, sapper_degenerates_buildings ); return flReverseSpeed; } IMPLEMENT_CLIENTCLASS_DT(C_ObjectSapper, DT_ObjectSapper, CObjectSapper) END_RECV_TABLE()