Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#include "cbase.h"
#include "c_tf_buff_banner.h"
#include "c_tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( TFBuffBanner, DT_TFBuffBanner )
BEGIN_NETWORK_TABLE( C_TFBuffBanner, DT_TFBuffBanner )
END_NETWORK_TABLE()
C_TFBuffBanner::C_TFBuffBanner()
{
m_flDetachTime = 0.f;
m_iBuffType = 0;
}
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffBanner::NotifyBoneAttached( C_BaseAnimating* attachTarget )
{
if ( m_hBuffItem )
{
if ( attachTarget != m_hBuffItem->GetOwner() )
{
// We are being moved to a corpse. Let our associated buff item know.
m_hBuffItem->SetBanner( NULL );
}
else
{
float flDuration = 10.f; // 10 is default
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( attachTarget, flDuration, mod_buff_duration );
m_flDetachTime = gpGlobals->curtime + flDuration;
SetNextClientThink( CLIENT_THINK_ALWAYS );
}
}
BaseClass::NotifyBoneAttached( attachTarget );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffBanner::ClientThink( void )
{
BaseClass::ClientThink();
// DO THIS AFTER BASECLASS::CLIENTTHINK
if ( !m_pAttachedTo || !m_hBuffItem )
{
if ( m_hBuffItem )
{
m_hBuffItem->SetBanner( NULL );
}
Release();
return;
}
// Parachute's never expire
if ( m_iBuffType == EParachute )
{
m_flDetachTime = gpGlobals->curtime + 10.0f;
}
// Normal Banners
if ( m_pAttachedTo )
{
if ( gpGlobals->curtime > m_flDetachTime || !m_hBuffItem )
{
// Destroy us automatically after a period of time.
if ( m_hBuffItem )
{
m_hBuffItem->SetBanner( NULL );
}
Release();
}
else if ( m_pAttachedTo->IsEffectActive( EF_NODRAW ) && !IsEffectActive( EF_NODRAW ) )
{
AddEffects( EF_NODRAW );
UpdateVisibility();
}
else if ( !m_pAttachedTo->IsEffectActive( EF_NODRAW ) && IsEffectActive( EF_NODRAW ) && (m_pAttachedTo != C_BasePlayer::GetLocalPlayer()) )
{
RemoveEffects( EF_NODRAW );
UpdateVisibility();
}
}
}