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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/server/particle_smokegrenade.cpp | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/server/particle_smokegrenade.cpp')
| -rw-r--r-- | game/server/particle_smokegrenade.cpp | 75 |
1 files changed, 75 insertions, 0 deletions
diff --git a/game/server/particle_smokegrenade.cpp b/game/server/particle_smokegrenade.cpp new file mode 100644 index 0000000..57493d0 --- /dev/null +++ b/game/server/particle_smokegrenade.cpp @@ -0,0 +1,75 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// + +#include "cbase.h" +#include "particle_smokegrenade.h" + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +IMPLEMENT_SERVERCLASS_ST(ParticleSmokeGrenade, DT_ParticleSmokeGrenade) + SendPropTime(SENDINFO(m_flSpawnTime) ), + SendPropFloat(SENDINFO(m_FadeStartTime), 0, SPROP_NOSCALE), + SendPropFloat(SENDINFO(m_FadeEndTime), 0, SPROP_NOSCALE), + SendPropInt(SENDINFO(m_CurrentStage), 1, SPROP_UNSIGNED), +END_SEND_TABLE() + +LINK_ENTITY_TO_CLASS( env_particlesmokegrenade, ParticleSmokeGrenade ); + +BEGIN_DATADESC( ParticleSmokeGrenade ) + + DEFINE_FIELD( m_CurrentStage, FIELD_CHARACTER ), + DEFINE_FIELD( m_FadeStartTime, FIELD_TIME ), + DEFINE_FIELD( m_FadeEndTime, FIELD_TIME ), + DEFINE_FIELD( m_flSpawnTime, FIELD_TIME ), + +END_DATADESC() + + +ParticleSmokeGrenade::ParticleSmokeGrenade() +{ + m_CurrentStage = 0; + m_FadeStartTime = 17; + m_FadeEndTime = 22; + + m_flSpawnTime = gpGlobals->curtime; +} + + +// Smoke grenade particles should always transmitted to clients. If not, a client who +// enters the PVS late will see the smoke start billowing from then, allowing better vision. +int ParticleSmokeGrenade::UpdateTransmitState( void ) +{ + if ( IsEffectActive( EF_NODRAW ) ) + return SetTransmitState( FL_EDICT_DONTSEND ); + + return SetTransmitState( FL_EDICT_ALWAYS ); +} + + +void ParticleSmokeGrenade::FillVolume() +{ + m_CurrentStage = 1; + CollisionProp()->SetCollisionBounds( Vector( -50, -50, -50 ), Vector( 50, 50, 50 ) ); +} + + +void ParticleSmokeGrenade::SetFadeTime(float startTime, float endTime) +{ + m_FadeStartTime = startTime; + m_FadeEndTime = endTime; +} + +// Fade start and end are relative to current time +void ParticleSmokeGrenade::SetRelativeFadeTime(float startTime, float endTime) +{ + float flCurrentTime = gpGlobals->curtime - m_flSpawnTime; + + m_FadeStartTime = flCurrentTime + startTime; + m_FadeEndTime = flCurrentTime + endTime; +} |