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