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//========= 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() );
}
}
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