//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "dlight.h" #include "tempent.h" #include "iefx.h" #include "c_te_legacytempents.h" #include "basegrenade_shared.h" class C_RpgRocket : public C_BaseGrenade { public: DECLARE_CLASS( C_RpgRocket, C_BaseGrenade ); DECLARE_CLIENTCLASS(); public: C_RpgRocket( void ) { } C_RpgRocket( const C_RpgRocket & ); public: void CreateLightEffects( void ); }; IMPLEMENT_CLIENTCLASS_DT( C_RpgRocket, DT_RpgRocket, CRpgRocket ) END_RECV_TABLE() void C_RpgRocket::CreateLightEffects( void ) { dlight_t *dl; if ( IsEffectActive(EF_DIMLIGHT) ) { dl = effects->CL_AllocDlight ( index ); dl->origin = GetAbsOrigin(); dl->color.r = dl->color.g = dl->color.b = 100; dl->radius = 200; dl->die = gpGlobals->curtime + 0.001; tempents->RocketFlare( GetAbsOrigin() ); } }