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75 lines
2.0 KiB
75 lines
2.0 KiB
//========= Copyright 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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// 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::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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