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authorJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
committerJoe Ludwig <[email protected]>2013-06-26 15:22:04 -0700
commit39ed87570bdb2f86969d4be821c94b722dc71179 (patch)
treeabc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/server/fire.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/server/fire.cpp')
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1 files changed, 1463 insertions, 0 deletions
diff --git a/mp/src/game/server/fire.cpp b/mp/src/game/server/fire.cpp
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+//---------------------------------------------------------
+//---------------------------------------------------------
+#include "cbase.h"
+#include "decals.h"
+#include "fire.h"
+#include "entitylist.h"
+#include "basecombatcharacter.h"
+#include "ndebugoverlay.h"
+#include "engine/IEngineSound.h"
+#include "ispatialpartition.h"
+#include "collisionutils.h"
+#include "tier0/vprof.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+
+/********************************************************************
+ NOTE: if you are looking at this file becase you would like flares
+ to be considered as fires (and thereby trigger gas traps), be aware
+ that the env_flare class is actually found in weapon_flaregun.cpp
+ and is really a repurposed piece of ammunition. (env_flare isn't the
+ rod-like safety flare prop, but rather the bit of flame on the end.)
+
+ You will have some difficulty making it work here, because CFlare
+ does not inherit from CFire and will thus not be enumerated by
+ CFireSphere::EnumElement(). In order to have flares be detected and
+ used by this system, you will need to promote certain member functions
+ of CFire into an interface class from which both CFire and CFlare
+ inherit. You will also need to modify CFireSphere::EnumElement so that
+ it properly disambiguates between fires and flares.
+
+ For some partial work towards this end, see changelist 192474.
+
+ ********************************************************************/
+
+
+
+
+#define FIRE_HEIGHT 256.0f
+#define FIRE_SCALE_FROM_SIZE(firesize) (firesize * (1/FIRE_HEIGHT))
+
+#define FIRE_MAX_GROUND_OFFSET 24.0f //(2 feet)
+
+#define DEFAULT_ATTACK_TIME 4.0f
+#define DEFAULT_DECAY_TIME 8.0f
+
+// UNDONE: This shouldn't be constant but depend on specific fire
+#define FIRE_WIDTH 128
+#define FIRE_MINS Vector(-20,-20,0 ) // Sould be FIRE_WIDTH in size
+#define FIRE_MAXS Vector( 20, 20,20) // Sould be FIRE_WIDTH in size
+#define FIRE_SPREAD_DAMAGE_MULTIPLIER 2.0
+
+#define FIRE_MAX_HEAT_LEVEL 64.0f
+#define FIRE_NORMAL_ATTACK_TIME 20.0f
+#define FIRE_THINK_INTERVAL 0.1
+
+ConVar fire_maxabsorb( "fire_maxabsorb", "50" );
+ConVar fire_absorbrate( "fire_absorbrate", "3" );
+ConVar fire_extscale("fire_extscale", "12");
+ConVar fire_extabsorb("fire_extabsorb", "5");
+ConVar fire_heatscale( "fire_heatscale", "1.0" );
+ConVar fire_incomingheatscale( "fire_incomingheatscale", "0.1" );
+ConVar fire_dmgscale( "fire_dmgscale", "0.1" );
+ConVar fire_dmgbase( "fire_dmgbase", "1" );
+ConVar fire_growthrate( "fire_growthrate", "1.0" );
+ConVar fire_dmginterval( "fire_dmginterval", "1.0" );
+
+#define VPROF_FIRE(s) VPROF( s )
+
+class CFire : public CBaseEntity
+{
+public:
+ DECLARE_CLASS( CFire, CBaseEntity );
+
+ int DrawDebugTextOverlays(void);
+
+ CFire( void );
+
+ virtual void UpdateOnRemove( void );
+
+ void Precache( void );
+ void Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType );
+ bool GoOut();
+
+ void BurnThink();
+ void GoOutThink();
+ void GoOutInSeconds( float seconds );
+
+ void SetOwner( CBaseEntity *hOwner ) { m_hOwner = hOwner; }
+
+ void Scale( float end, float time );
+ void AddHeat( float heat, bool selfHeat = false );
+ int OnTakeDamage( const CTakeDamageInfo &info );
+
+ bool IsBurning( void ) const;
+
+ bool GetFireDimensions( Vector *pFireMins, Vector *pFireMaxs );
+
+ void Extinguish( float heat );
+ void DestroyEffect();
+
+ virtual void Update( float simTime );
+
+ void Spawn( void );
+ void Activate( void );
+ void StartFire( void );
+ void Start();
+ void SetToOutSize()
+ {
+ UTIL_SetSize( this, Vector(-8,-8,0), Vector(8,8,8) );
+ }
+
+ float GetHeatLevel() { return m_flHeatLevel; }
+
+ virtual int UpdateTransmitState();
+
+ void DrawDebugGeometryOverlays(void)
+ {
+ if (m_debugOverlays & OVERLAY_BBOX_BIT)
+ {
+ if ( m_lastDamage > gpGlobals->curtime && m_flHeatAbsorb > 0 )
+ {
+ NDebugOverlay::EntityBounds(this, 88, 255, 128, 0 ,0);
+ char tempstr[512];
+ Q_snprintf( tempstr, sizeof(tempstr), "Heat: %.1f", m_flHeatAbsorb );
+ EntityText(1,tempstr, 0);
+ }
+ else if ( !IsBurning() )
+ {
+ NDebugOverlay::EntityBounds(this, 88, 88, 128, 0 ,0);
+ }
+
+ if ( IsBurning() )
+ {
+ Vector mins, maxs;
+ if ( GetFireDimensions( &mins, &maxs ) )
+ {
+ NDebugOverlay::Box(GetAbsOrigin(), mins, maxs, 128, 0, 0, 10, 0);
+ }
+ }
+
+
+ }
+ BaseClass::DrawDebugGeometryOverlays();
+ }
+
+ void Disable();
+
+ //Inputs
+ void InputStartFire( inputdata_t &inputdata );
+ void InputExtinguish( inputdata_t &inputdata );
+ void InputExtinguishTemporary( inputdata_t &inputdata );
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+protected:
+
+ void Spread( void );
+ void SpawnEffect( fireType_e type, float scale );
+
+ CHandle<CBaseFire> m_hEffect;
+ EHANDLE m_hOwner;
+
+ int m_nFireType;
+
+ float m_flFuel;
+ float m_flDamageTime;
+ float m_lastDamage;
+ float m_flFireSize; // size of the fire in world units
+
+ float m_flHeatLevel; // Used as a "health" for the fire. > 0 means the fire is burning
+ float m_flHeatAbsorb; // This much heat must be "absorbed" before it gets transferred to the flame size
+ float m_flDamageScale;
+
+ float m_flMaxHeat;
+ float m_flLastHeatLevel;
+
+ //NOTENOTE: Lifetime is an expression of the sum total of these amounts plus the global time when started
+ float m_flAttackTime; //Amount of time to scale up
+
+ bool m_bEnabled;
+ bool m_bStartDisabled;
+ bool m_bDidActivate;
+
+
+ COutputEvent m_OnIgnited;
+ COutputEvent m_OnExtinguished;
+
+ DECLARE_DATADESC();
+};
+
+class CFireSphere : public IPartitionEnumerator
+{
+public:
+ CFireSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius );
+ // This gets called by the enumeration methods with each element
+ // that passes the test.
+ virtual IterationRetval_t EnumElement( IHandleEntity *pHandleEntity );
+
+ int GetCount() { return m_count; }
+ bool AddToList( CFire *pEntity );
+
+private:
+ Vector m_origin;
+ float m_radiusSqr;
+ CFire **m_pList;
+ int m_listMax;
+ int m_count;
+ bool m_onlyActiveFires;
+};
+
+CFireSphere::CFireSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius )
+{
+ m_pList = pList;
+ m_listMax = listMax;
+ m_count = 0;
+ m_onlyActiveFires = onlyActiveFires;
+ m_origin = origin;
+ m_radiusSqr = radius * radius;
+}
+
+bool CFireSphere::AddToList( CFire *pFire )
+{
+ if ( m_count >= m_listMax )
+ return false;
+ m_pList[m_count] = pFire;
+ m_count++;
+ return true;
+}
+
+IterationRetval_t CFireSphere::EnumElement( IHandleEntity *pHandleEntity )
+{
+ CBaseEntity *pEntity = gEntList.GetBaseEntity( pHandleEntity->GetRefEHandle() );
+ if ( pEntity )
+ {
+ // UNDONE: Measure which of these is faster
+// CFire *pFire = dynamic_cast<CFire *>(pEntity);
+ if ( !FClassnameIs( pEntity, "env_fire" ) )
+ return ITERATION_CONTINUE;
+
+ CFire *pFire = static_cast<CFire *>(pEntity);
+ if ( pFire )
+ {
+ if ( !m_onlyActiveFires || pFire->IsBurning() )
+ {
+ if ( (m_origin - pFire->GetAbsOrigin()).LengthSqr() < m_radiusSqr )
+ {
+ if ( !AddToList( pFire ) )
+ return ITERATION_STOP;
+ }
+ }
+ }
+ }
+
+ return ITERATION_CONTINUE;
+}
+
+
+int FireSystem_GetFiresInSphere( CFire **pList, int listMax, bool onlyActiveFires, const Vector &origin, float radius )
+{
+ CFireSphere sphereEnum( pList, listMax, onlyActiveFires, origin, radius );
+ partition->EnumerateElementsInSphere( PARTITION_ENGINE_NON_STATIC_EDICTS, origin, radius, false, &sphereEnum );
+
+ return sphereEnum.GetCount();
+}
+
+
+bool FireSystem_IsValidFirePosition( const Vector &position, float testRadius )
+{
+ CFire *pList[1];
+ int count = FireSystem_GetFiresInSphere( pList, ARRAYSIZE(pList), true, position, testRadius );
+ if ( count > 0 )
+ return false;
+ return true;
+}
+
+
+//------------------------------------------------------------------------------
+// Purpose :
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+bool FireSystem_IsFireInWall( Vector &position, fireType_e type )
+{
+ // Don't check natural fire against walls
+ if (type == FIRE_NATURAL)
+ return false;
+
+ trace_t tr;
+ UTIL_TraceHull( position, position+Vector(0,0,0.1), FIRE_MINS,FIRE_MAXS,MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
+ if (tr.fraction != 1.0 || tr.startsolid)
+ {
+ //NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,255,0,0,50,10);
+ return true;
+ }
+ //NDebugOverlay::Box(position,FIRE_MINS,FIRE_MAXS,0,255,0,50,10);
+
+ return false;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines whether or not a new fire may be placed at a given location
+// Input : &position - where we are trying to put the new fire
+// separationRadius - the maximum distance fires must be apart from one another
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool FireSystem_CanAddFire( Vector *position, float separationRadius, fireType_e type, int flags )
+{
+ //See if we found a fire inside the sphere
+ if ( !FireSystem_IsValidFirePosition( *position, separationRadius ) )
+ return false;
+
+ // Unless our fire is floating, make sure were not too high
+ if (!(flags & SF_FIRE_DONT_DROP))
+ {
+ trace_t tr;
+ Vector startpos = *position;
+ Vector endpos = *position;
+
+ startpos[2] += 1;
+ endpos[2] -= FIRE_MAX_GROUND_OFFSET;
+
+ UTIL_TraceLine( startpos, endpos, MASK_SOLID, NULL, COLLISION_GROUP_NONE, &tr );
+
+ //See if we're floating too high
+ if ( ( tr.allsolid ) || ( tr.startsolid) || ( tr.fraction == 1.0f ) )
+ {
+ return false;
+ }
+
+ //TODO: If we've hit an entity here, start it on fire
+ CBaseEntity *pEntity = tr.m_pEnt;
+
+ if ( ENTINDEX( pEntity->edict() ) != 0 )
+ {
+ return false;
+ }
+ }
+
+
+
+ // Check if fire is in a wall, if so try shifting around a bit
+ if (FireSystem_IsFireInWall( *position, type ))
+ {
+ Vector vTestPos = *position;
+ vTestPos.x += 10;
+ if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
+ {
+ *position = vTestPos;
+ return true;
+ }
+ vTestPos.y += 10;
+ if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
+ {
+ *position = vTestPos;
+ return true;
+ }
+ vTestPos.y -= 20;
+ if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
+ {
+ *position = vTestPos;
+ return true;
+ }
+ vTestPos.x -= 20;
+ if (FireSystem_IsValidFirePosition( vTestPos, separationRadius ) && !FireSystem_IsFireInWall( vTestPos, type ))
+ {
+ *position = vTestPos;
+ return true;
+ }
+ return false;
+ }
+
+ //Able to add here
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts a fire at a specified location
+// Input : &position - position to start the fire at
+// flags - any special modifiers
+//-----------------------------------------------------------------------------
+bool FireSystem_StartFire( const Vector &position, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type )
+{
+ VPROF_FIRE( "FireSystem_StartFire1" );
+
+ Vector testPos = position;
+ //Must be okay to add fire here
+ if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false )
+ {
+ CFire *pFires[16];
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f );
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ // add to this fire
+ pFires[i]->AddHeat( fireHeight, false );
+ }
+
+ return false;
+ }
+
+ //Create a new fire entity
+ CFire *fire = (CFire *) CreateEntityByName( "env_fire" );
+
+ if ( fire == NULL )
+ return false;
+
+ //Spawn the fire
+ // Fires not placed by a designer should be cleaned up automatically (not catch fire again)
+ fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT );
+ fire->Spawn();
+ fire->Init( testPos, fireHeight, attack, fuel, flags, type );
+ fire->Start();
+ fire->SetOwner( owner );
+
+ return true;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts a fire on a specified model.
+// Input : pEntity - The model entity to catch on fire.
+// fireHeight -
+// attack -
+// fuel -
+// flags -
+// owner -
+// type -
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool FireSystem_StartFire( CBaseAnimating *pEntity, float fireHeight, float attack, float fuel, int flags, CBaseEntity *owner, fireType_e type )
+{
+ VPROF_FIRE( "FireSystem_StartFire2" );
+
+ Vector position = pEntity->GetAbsOrigin();
+ Vector testPos = position;
+
+ // Make sure its a valid position for fire (not in a wall, etc)
+ if ( FireSystem_CanAddFire( &testPos, 16.0f, type, flags ) == false )
+ {
+ // Contribute heat to all fires within 16 units of this fire.
+ CFire *pFires[16];
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, position, 16.0f );
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ pFires[i]->AddHeat( fireHeight, false );
+ }
+
+ return false;
+ }
+
+ // Create a new fire entity
+ CFire *fire = (CFire *) CreateEntityByName( "env_fire" );
+ if ( fire == NULL )
+ {
+ return false;
+ }
+
+ // Spawn the fire.
+ // Fires not placed by a designer should be cleaned up automatically (not catch fire again).
+ fire->AddSpawnFlags( SF_FIRE_DIE_PERMANENT );
+ fire->Spawn();
+ fire->Init( testPos, fireHeight, attack, fuel, flags, type );
+ fire->Start();
+ fire->SetOwner( owner );
+
+ return true;
+}
+
+
+void FireSystem_ExtinguishInRadius( const Vector &origin, float radius, float rate )
+{
+ // UNDONE: pass this instead of percent
+ float heat = (1-rate) * fire_extscale.GetFloat();
+
+ CFire *pFires[32];
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius );
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ pFires[i]->Extinguish( heat );
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &origin -
+// radius -
+// heat -
+//-----------------------------------------------------------------------------
+void FireSystem_AddHeatInRadius( const Vector &origin, float radius, float heat )
+{
+ VPROF_FIRE( "FireSystem_AddHeatInRadius" );
+
+ CFire *pFires[32];
+
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, origin, radius );
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ pFires[i]->AddHeat( heat );
+ }
+}
+
+//-----------------------------------------------------------------------------
+
+bool FireSystem_GetFireDamageDimensions( CBaseEntity *pEntity, Vector *pFireMins, Vector *pFireMaxs )
+{
+ CFire *pFire = dynamic_cast<CFire *>(pEntity);
+
+ if ( pFire && pFire->GetFireDimensions( pFireMins, pFireMaxs ) )
+ {
+ *pFireMins /= FIRE_SPREAD_DAMAGE_MULTIPLIER;
+ *pFireMaxs /= FIRE_SPREAD_DAMAGE_MULTIPLIER;
+ return true;
+ }
+ pFireMins->Init();
+ pFireMaxs->Init();
+ return false;
+}
+
+
+//==================================================
+// CFire
+//==================================================
+BEGIN_DATADESC( CFire )
+
+ DEFINE_FIELD( m_hEffect, FIELD_EHANDLE ),
+ DEFINE_FIELD( m_hOwner, FIELD_EHANDLE ),
+ DEFINE_KEYFIELD( m_nFireType, FIELD_INTEGER, "firetype" ),
+
+ DEFINE_FIELD( m_flFuel, FIELD_FLOAT ),
+ DEFINE_FIELD( m_flDamageTime, FIELD_TIME ),
+ DEFINE_FIELD( m_lastDamage, FIELD_TIME ),
+ DEFINE_KEYFIELD( m_flFireSize, FIELD_FLOAT, "firesize" ),
+
+ DEFINE_KEYFIELD( m_flHeatLevel, FIELD_FLOAT, "ignitionpoint" ),
+ DEFINE_FIELD( m_flHeatAbsorb, FIELD_FLOAT ),
+ DEFINE_KEYFIELD( m_flDamageScale,FIELD_FLOAT, "damagescale" ),
+
+ DEFINE_FIELD( m_flMaxHeat, FIELD_FLOAT ),
+ //DEFINE_FIELD( m_flLastHeatLevel, FIELD_FLOAT ),
+
+ DEFINE_KEYFIELD( m_flAttackTime, FIELD_FLOAT, "fireattack" ),
+ DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
+ DEFINE_KEYFIELD( m_bStartDisabled, FIELD_BOOLEAN, "StartDisabled" ),
+ DEFINE_FIELD( m_bDidActivate, FIELD_BOOLEAN ),
+
+ DEFINE_FUNCTION( BurnThink ),
+ DEFINE_FUNCTION( GoOutThink ),
+
+
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "StartFire", InputStartFire ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "Extinguish", InputExtinguish ),
+ DEFINE_INPUTFUNC( FIELD_FLOAT, "ExtinguishTemporary", InputExtinguishTemporary ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+ DEFINE_OUTPUT( m_OnIgnited, "OnIgnited" ),
+ DEFINE_OUTPUT( m_OnExtinguished, "OnExtinguished" ),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_fire, CFire );
+
+//==================================================
+// CFire
+//==================================================
+
+CFire::CFire( void )
+{
+ m_flFuel = 0.0f;
+ m_flAttackTime = 0.0f;
+ m_flDamageTime = 0.0f;
+ m_lastDamage = 0;
+ m_nFireType = FIRE_NATURAL;
+
+ //Spreading
+ m_flHeatAbsorb = 8.0f;
+ m_flHeatLevel = 0;
+
+ // Must be in the constructor!
+ AddEFlags( EFL_USE_PARTITION_WHEN_NOT_SOLID );
+}
+
+//-----------------------------------------------------------------------------
+// UpdateOnRemove
+//-----------------------------------------------------------------------------
+void CFire::UpdateOnRemove( void )
+{
+ //Stop any looping sounds that might be playing
+ StopSound( "Fire.Plasma" );
+
+ DestroyEffect();
+
+ // Chain at end to mimic destructor unwind order
+ BaseClass::UpdateOnRemove();
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFire::Precache( void )
+{
+ if ( m_nFireType == FIRE_NATURAL )
+ {
+ UTIL_PrecacheOther("_firesmoke");
+
+ if ( m_spawnflags & SF_FIRE_SMOKELESS )
+ {
+ PrecacheParticleSystem( "env_fire_tiny" );
+ PrecacheParticleSystem( "env_fire_small" );
+ PrecacheParticleSystem( "env_fire_medium" );
+ PrecacheParticleSystem( "env_fire_large" );
+ }
+ else
+ {
+ PrecacheParticleSystem( "env_fire_tiny_smoke" );
+ PrecacheParticleSystem( "env_fire_small_smoke" );
+ PrecacheParticleSystem( "env_fire_medium_smoke" );
+ PrecacheParticleSystem( "env_fire_large_smoke" );
+ }
+ }
+
+ if ( m_nFireType == FIRE_PLASMA )
+ {
+ UTIL_PrecacheOther("_plasma");
+ }
+
+ PrecacheScriptSound( "Fire.Plasma" );
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Input handler for starting the fire.
+//------------------------------------------------------------------------------
+void CFire::InputStartFire( inputdata_t &inputdata )
+{
+ if ( !m_bEnabled )
+ return;
+
+ StartFire();
+}
+
+void CFire::InputEnable( inputdata_t &inputdata )
+{
+ m_bEnabled = true;
+}
+
+void CFire::InputDisable( inputdata_t &inputdata )
+{
+ Disable();
+}
+
+void CFire::Disable()
+{
+ m_bEnabled = false;
+ if ( IsBurning() )
+ {
+ GoOut();
+ }
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CFire::InputExtinguish( inputdata_t &inputdata )
+{
+ m_spawnflags &= ~SF_FIRE_INFINITE;
+ GoOutInSeconds( inputdata.value.Float() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : &inputdata -
+//-----------------------------------------------------------------------------
+void CFire::InputExtinguishTemporary( inputdata_t &inputdata )
+{
+ GoOutInSeconds( inputdata.value.Float() );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Starts burning.
+//-----------------------------------------------------------------------------
+void CFire::StartFire( void )
+{
+ if ( m_hEffect != NULL )
+ return;
+
+ // Trace down and start a fire there. Nothing fancy yet.
+ Vector vFirePos;
+ trace_t tr;
+ if ( m_spawnflags & SF_FIRE_DONT_DROP )
+ {
+ vFirePos = GetAbsOrigin();
+ }
+ else
+ {
+ UTIL_TraceLine( GetAbsOrigin(), GetAbsOrigin() - Vector( 0, 0, 1024 ), MASK_FIRE_SOLID, this, COLLISION_GROUP_NONE, &tr );
+ vFirePos = tr.endpos;
+ }
+
+ int spawnflags = m_spawnflags;
+ m_spawnflags |= SF_FIRE_START_ON;
+ Init( vFirePos, m_flFireSize, m_flAttackTime, GetHealth(), m_spawnflags, (fireType_e) m_nFireType );
+ Start();
+ m_spawnflags = spawnflags;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFire::Spawn( void )
+{
+ BaseClass::Spawn();
+
+ Precache();
+
+ m_takedamage = DAMAGE_NO;
+
+ SetSolid( SOLID_NONE );
+ AddEffects( EF_NODRAW );
+ SetToOutSize();
+
+ // set up the ignition point
+ m_flHeatAbsorb = m_flHeatLevel * 0.05;
+ m_flHeatLevel = 0;
+ Init( GetAbsOrigin(), m_flFireSize, m_flAttackTime, m_flFuel, m_spawnflags, m_nFireType );
+
+ if( m_bStartDisabled )
+ {
+ Disable();
+ }
+ else
+ {
+ m_bEnabled = true;
+ }
+}
+
+int CFire::UpdateTransmitState()
+{
+ // Don't want to be FL_EDICT_DONTSEND because our fire entity may make us transmit.
+ return SetTransmitState( FL_EDICT_ALWAYS );
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFire::Activate( void )
+{
+ BaseClass::Activate();
+
+ //See if we should start active
+ if ( !m_bDidActivate && ( m_spawnflags & SF_FIRE_START_ON ) )
+ {
+ m_flHeatLevel = m_flMaxHeat;
+
+ StartFire();
+ }
+
+ m_bDidActivate = true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose:
+//-----------------------------------------------------------------------------
+void CFire::SpawnEffect( fireType_e type, float scale )
+{
+ CBaseFire *pEffect = NULL;
+ switch ( type )
+ {
+ default:
+ case FIRE_NATURAL:
+ {
+ CFireSmoke *fireSmoke = (CFireSmoke *) CreateEntityByName( "_firesmoke" );
+ fireSmoke->EnableSmoke( ( m_spawnflags & SF_FIRE_SMOKELESS )==false );
+ fireSmoke->EnableGlow( ( m_spawnflags & SF_FIRE_NO_GLOW )==false );
+ fireSmoke->EnableVisibleFromAbove( ( m_spawnflags & SF_FIRE_VISIBLE_FROM_ABOVE )!=false );
+
+ pEffect = fireSmoke;
+ m_nFireType = FIRE_NATURAL;
+ m_takedamage = DAMAGE_YES;
+ }
+ break;
+
+ case FIRE_PLASMA:
+ {
+ CPlasma *plasma = (CPlasma *) CreateEntityByName( "_plasma" );
+ plasma->EnableSmoke( true );
+
+ pEffect = plasma;
+ m_nFireType = FIRE_PLASMA;
+ m_takedamage = DAMAGE_YES;
+
+ // Start burn sound
+ EmitSound( "Fire.Plasma" );
+ }
+ break;
+ }
+
+ UTIL_SetOrigin( pEffect, GetAbsOrigin() );
+ pEffect->Spawn();
+ pEffect->SetParent( this );
+ pEffect->Scale( m_flFireSize, m_flFireSize, 0 );
+ //Start it going
+ pEffect->Enable( ( m_spawnflags & SF_FIRE_START_ON ) );
+ m_hEffect = pEffect;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Spawn and initialize the fire
+// Input : &position - where the fire resides
+// lifetime -
+//-----------------------------------------------------------------------------
+void CFire::Init( const Vector &position, float scale, float attackTime, float fuel, int flags, int fireType )
+{
+ m_flAttackTime = attackTime;
+
+ m_spawnflags = flags;
+ m_nFireType = fireType;
+
+ if ( flags & SF_FIRE_INFINITE )
+ {
+ fuel = 0;
+ }
+ m_flFuel = fuel;
+ if ( m_flFuel )
+ {
+ m_spawnflags |= SF_FIRE_DIE_PERMANENT;
+ }
+
+ Vector localOrigin = position;
+ if ( GetMoveParent() )
+ {
+ EntityMatrix parentMatrix;
+ parentMatrix.InitFromEntity( GetMoveParent() );
+ localOrigin = parentMatrix.WorldToLocal( position );
+ }
+ UTIL_SetOrigin( this, localOrigin );
+
+ SetSolid( SOLID_NONE );
+ m_flFireSize = scale;
+ m_flMaxHeat = FIRE_MAX_HEAT_LEVEL * FIRE_SCALE_FROM_SIZE(scale);
+ //See if we should start on
+ if ( m_spawnflags & SF_FIRE_START_FULL )
+ {
+ m_flHeatLevel = m_flMaxHeat;
+ }
+ m_flLastHeatLevel = 0;
+
+}
+
+void CFire::Start()
+{
+ float boxWidth = (m_flFireSize * (FIRE_WIDTH/FIRE_HEIGHT))*0.5f;
+ UTIL_SetSize(this, Vector(-boxWidth,-boxWidth,0),Vector(boxWidth,boxWidth,m_flFireSize));
+
+ //Spawn the client-side effect
+ SpawnEffect( (fireType_e)m_nFireType, FIRE_SCALE_FROM_SIZE(m_flFireSize) );
+ m_OnIgnited.FireOutput( this, this );
+ SetThink( &CFire::BurnThink );
+ m_flDamageTime = 0;
+ // think right now
+ BurnThink();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Determines whether or not the fire is still active
+// Output : Returns true on success, false on failure.
+//-----------------------------------------------------------------------------
+bool CFire::IsBurning( void ) const
+{
+ if ( m_flHeatLevel > 0 )
+ return true;
+
+ return false;
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose: Get the damage box of the fire
+//-----------------------------------------------------------------------------
+bool CFire::GetFireDimensions( Vector *pFireMins, Vector *pFireMaxs )
+{
+ if ( m_flHeatLevel <= 0 )
+ {
+ pFireMins->Init();
+ pFireMaxs->Init();
+ return false;
+ }
+
+ float scale = m_flHeatLevel / m_flMaxHeat;
+ float damageRadius = scale * m_flFireSize * FIRE_WIDTH / FIRE_HEIGHT * 0.5;
+
+ damageRadius *= FIRE_SPREAD_DAMAGE_MULTIPLIER; //FIXME: Trying slightly larger radius for burning
+
+ if ( damageRadius < 16 )
+ {
+ damageRadius = 16;
+ }
+
+ pFireMins->Init(-damageRadius,-damageRadius,0);
+ pFireMaxs->Init(damageRadius,damageRadius,m_flFireSize*scale);
+
+ return true;
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Update the fire and its children
+//-----------------------------------------------------------------------------
+void CFire::Update( float simTime )
+{
+ VPROF_FIRE( "CFire::Update" );
+
+ if ( m_flFuel != 0 )
+ {
+ m_flFuel -= simTime;
+ if ( m_flFuel <= 0 )
+ {
+ GoOutInSeconds( 1 );
+ return;
+ }
+ }
+
+ float strength = m_flHeatLevel / FIRE_MAX_HEAT_LEVEL;
+ if ( m_flHeatLevel != m_flLastHeatLevel )
+ {
+ m_flLastHeatLevel = m_flHeatLevel;
+ // Make the effect the appropriate size given the heat level
+ m_hEffect->Scale( strength, 0.5f );
+ }
+ // add heat to myself (grow)
+ float addedHeat = (m_flAttackTime > 0) ? m_flMaxHeat / m_flAttackTime : m_flMaxHeat;
+ addedHeat *= simTime * fire_growthrate.GetFloat();
+ AddHeat( addedHeat, true );
+
+ // add heat to nearby fires
+ float outputHeat = strength * m_flHeatLevel;
+
+ Vector fireMins;
+ Vector fireMaxs;
+ Vector fireEntityDamageMins;
+ Vector fireEntityDamageMaxs;
+
+ GetFireDimensions( &fireMins, &fireMaxs );
+
+ if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 ) // if set to 1.0, optimizer will remove this code
+ {
+ fireEntityDamageMins = fireMins / FIRE_SPREAD_DAMAGE_MULTIPLIER;
+ fireEntityDamageMaxs = fireMaxs / FIRE_SPREAD_DAMAGE_MULTIPLIER;
+ }
+
+ //NDebugOverlay::Box( GetAbsOrigin(), fireMins, fireMaxs, 255, 255, 255, 0, fire_dmginterval.GetFloat() );
+ fireMins += GetAbsOrigin();
+ fireMaxs += GetAbsOrigin();
+
+ if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 )
+ {
+ fireEntityDamageMins += GetAbsOrigin();
+ fireEntityDamageMaxs += GetAbsOrigin();
+ }
+
+ CBaseEntity *pNearby[256];
+ CFire *pFires[16];
+ int nearbyCount = UTIL_EntitiesInBox( pNearby, ARRAYSIZE(pNearby), fireMins, fireMaxs, 0 );
+ int fireCount = 0;
+ int i;
+
+ // is it time to do damage?
+ bool damage = false;
+ int outputDamage = 0;
+ if ( m_flDamageTime <= gpGlobals->curtime )
+ {
+ m_flDamageTime = gpGlobals->curtime + fire_dmginterval.GetFloat();
+ outputDamage = (fire_dmgbase.GetFloat() + outputHeat * fire_dmgscale.GetFloat() * m_flDamageScale) * fire_dmginterval.GetFloat();
+ if ( outputDamage )
+ {
+ damage = true;
+ }
+ }
+ int damageFlags = (m_nFireType == FIRE_NATURAL) ? DMG_BURN : DMG_PLASMA;
+ for ( i = 0; i < nearbyCount; i++ )
+ {
+ CBaseEntity *pOther = pNearby[i];
+
+ if ( pOther == this )
+ {
+ continue;
+ }
+ else if ( FClassnameIs( pOther, "env_fire" ) )
+ {
+ if ( fireCount < ARRAYSIZE(pFires) )
+ {
+ pFires[fireCount] = (CFire *)pOther;
+ fireCount++;
+ }
+ continue;
+ }
+ else if ( pOther->m_takedamage == DAMAGE_NO )
+ {
+ pNearby[i] = NULL;
+ }
+ else if ( damage )
+ {
+ bool bDoDamage;
+
+ if ( FIRE_SPREAD_DAMAGE_MULTIPLIER != 1.0 && !pOther->IsPlayer() ) // if set to 1.0, optimizer will remove this code
+ {
+ Vector otherMins, otherMaxs;
+ pOther->CollisionProp()->WorldSpaceAABB( &otherMins, &otherMaxs );
+ bDoDamage = IsBoxIntersectingBox( otherMins, otherMaxs,
+ fireEntityDamageMins, fireEntityDamageMaxs );
+
+ }
+ else
+ bDoDamage = true;
+
+ if ( bDoDamage )
+ {
+ // Make sure can actually see entity (don't damage through walls)
+ trace_t tr;
+ UTIL_TraceLine( this->WorldSpaceCenter(), pOther->WorldSpaceCenter(), MASK_FIRE_SOLID, pOther, COLLISION_GROUP_NONE, &tr );
+
+ if (tr.fraction == 1.0 && !tr.startsolid)
+ {
+ pOther->TakeDamage( CTakeDamageInfo( this, this, outputDamage, damageFlags ) );
+ }
+ }
+ }
+ }
+
+ outputHeat *= fire_heatscale.GetFloat() * simTime;
+
+ if ( fireCount > 0 )
+ {
+ outputHeat /= fireCount;
+ for ( i = 0; i < fireCount; i++ )
+ {
+ pFires[i]->AddHeat( outputHeat, false );
+ }
+ }
+}
+
+// Destroy any effect I have
+void CFire::DestroyEffect()
+{
+ CBaseFire *pEffect = m_hEffect;
+ if ( pEffect != NULL )
+ {
+ //disable the graphics and remove the entity
+ pEffect->Enable( false );
+ UTIL_Remove( pEffect );
+ }
+}
+//-----------------------------------------------------------------------------
+// Purpose: Think
+//-----------------------------------------------------------------------------
+void CFire::BurnThink( void )
+{
+ SetNextThink( gpGlobals->curtime + FIRE_THINK_INTERVAL );
+
+ Update( FIRE_THINK_INTERVAL );
+}
+
+void CFire::GoOutThink()
+{
+ GoOut();
+}
+
+void CFire::GoOutInSeconds( float seconds )
+{
+ Scale( 0.0f, seconds );
+
+ SetThink( &CFire::GoOutThink );
+ SetNextThink( gpGlobals->curtime + seconds );
+}
+
+//------------------------------------------------------------------------------
+// Purpose : Blasts of significant size blow out fires that take damage
+// Input :
+// Output :
+//------------------------------------------------------------------------------
+int CFire::OnTakeDamage( const CTakeDamageInfo &info )
+{
+ return 0;
+}
+
+void CFire::AddHeat( float heat, bool selfHeat )
+{
+ if ( m_bEnabled )
+ {
+ if ( !selfHeat )
+ {
+ if ( IsBurning() )
+ {
+ // scale back the incoming heat from surrounding fires
+ // if I've already ignited
+ heat *= fire_incomingheatscale.GetFloat();
+ }
+ }
+ m_lastDamage = gpGlobals->curtime + 0.5;
+ bool start = m_flHeatLevel <= 0 ? true : false;
+ if ( m_flHeatAbsorb > 0 )
+ {
+ float absorbDamage = heat * fire_absorbrate.GetFloat();
+ if ( absorbDamage > m_flHeatAbsorb )
+ {
+ heat -= m_flHeatAbsorb / fire_absorbrate.GetFloat();
+ m_flHeatAbsorb = 0;
+ }
+ else
+ {
+ m_flHeatAbsorb -= absorbDamage;
+ heat = 0;
+ }
+ }
+
+ m_flHeatLevel += heat;
+ if ( start && m_flHeatLevel > 0 && m_hEffect == NULL )
+ {
+ StartFire();
+ }
+ if ( m_flHeatLevel > m_flMaxHeat )
+ m_flHeatLevel = m_flMaxHeat;
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : end -
+// time -
+//-----------------------------------------------------------------------------
+void CFire::Scale( float end, float time )
+{
+ CBaseFire *pEffect = m_hEffect;
+ if ( pEffect )
+ {
+ pEffect->Scale( end, time );
+ }
+}
+
+
+//-----------------------------------------------------------------------------
+// Purpose:
+// Input : time -
+//-----------------------------------------------------------------------------
+void CFire::Extinguish( float heat )
+{
+ if ( !m_bEnabled )
+ return;
+
+ m_lastDamage = gpGlobals->curtime + 0.5;
+ bool out = m_flHeatLevel > 0 ? true : false;
+
+ m_flHeatLevel -= heat;
+ m_flHeatAbsorb += fire_extabsorb.GetFloat() * heat;
+ if ( m_flHeatAbsorb > fire_maxabsorb.GetFloat() )
+ {
+ m_flHeatAbsorb = fire_maxabsorb.GetFloat();
+ }
+
+ // drift toward the average attack time after being sprayed
+ // some fires are heavily scripted so their attack looks weird
+ // once interacted with. Basically, this blends out the scripting
+ // as the fire is sprayed with the extinguisher.
+ float averageAttackTime = m_flMaxHeat * (FIRE_NORMAL_ATTACK_TIME/FIRE_MAX_HEAT_LEVEL);
+ m_flAttackTime = Approach( averageAttackTime, m_flAttackTime, 2 * gpGlobals->frametime );
+
+ if ( m_flHeatLevel <= 0 )
+ {
+ m_flHeatLevel = 0;
+ if ( out )
+ {
+ GoOut();
+ }
+ }
+}
+
+bool CFire::GoOut()
+{
+ //Signal death
+ m_OnExtinguished.FireOutput( this, this );
+
+ DestroyEffect();
+ m_flHeatLevel -= 20;
+ if ( m_flHeatLevel > 0 )
+ m_flHeatLevel = 0;
+
+ m_flLastHeatLevel = m_flHeatLevel;
+ SetThink(NULL);
+ SetNextThink( TICK_NEVER_THINK );
+ if ( m_spawnflags & SF_FIRE_DIE_PERMANENT )
+ {
+ UTIL_Remove( this );
+ return true;
+ }
+ SetToOutSize();
+
+ return false;
+}
+
+//==================================================
+// CEnvFireSource is a source of heat that the player
+// cannot put out
+//==================================================
+
+#define FIRESOURCE_THINK_TIME 0.25 // seconds to
+
+#define SF_FIRESOURCE_START_ON 0x0001
+
+class CEnvFireSource : public CBaseEntity
+{
+ DECLARE_CLASS( CEnvFireSource, CBaseEntity );
+public:
+ void Spawn();
+ void Think();
+ void TurnOn();
+ void TurnOff();
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+private:
+ bool m_bEnabled;
+ float m_radius;
+ float m_damage;
+};
+
+BEGIN_DATADESC( CEnvFireSource )
+
+ DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
+ DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "fireradius" ),
+ DEFINE_KEYFIELD( m_damage,FIELD_FLOAT, "firedamage" ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_firesource, CEnvFireSource );
+
+void CEnvFireSource::Spawn()
+{
+ if ( m_spawnflags & SF_FIRESOURCE_START_ON )
+ {
+ TurnOn();
+ }
+ else
+ {
+ TurnOff();
+ }
+}
+
+void CEnvFireSource::Think()
+{
+ if ( !m_bEnabled )
+ return;
+ SetNextThink( gpGlobals->curtime + FIRESOURCE_THINK_TIME );
+
+ CFire *pFires[128];
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), false, GetAbsOrigin(), m_radius );
+
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ pFires[i]->AddHeat( m_damage * FIRESOURCE_THINK_TIME );
+ }
+}
+
+void CEnvFireSource::TurnOn()
+{
+ if ( m_bEnabled )
+ return;
+
+ m_bEnabled = true;
+ SetNextThink( gpGlobals->curtime );
+}
+
+void CEnvFireSource::TurnOff()
+{
+ if ( !m_bEnabled )
+ return;
+
+ m_bEnabled = false;
+ SetNextThink( TICK_NEVER_THINK );
+}
+void CEnvFireSource::InputEnable( inputdata_t &inputdata )
+{
+ TurnOn();
+}
+void CEnvFireSource::InputDisable( inputdata_t &inputdata )
+{
+ TurnOff();
+}
+
+//==================================================
+// CEnvFireSensor detects changes in heat
+//==================================================
+#define SF_FIRESENSOR_START_ON 1
+
+class CEnvFireSensor : public CBaseEntity
+{
+ DECLARE_CLASS( CEnvFireSensor, CBaseEntity );
+public:
+ void Spawn();
+ void Think();
+ void TurnOn();
+ void TurnOff();
+ void InputEnable( inputdata_t &inputdata );
+ void InputDisable( inputdata_t &inputdata );
+
+ DECLARE_DATADESC();
+
+private:
+ bool m_bEnabled;
+ bool m_bHeatAtLevel;
+ float m_radius;
+ float m_targetLevel;
+ float m_targetTime;
+ float m_levelTime;
+
+ COutputEvent m_OnHeatLevelStart;
+ COutputEvent m_OnHeatLevelEnd;
+};
+
+BEGIN_DATADESC( CEnvFireSensor )
+
+ DEFINE_KEYFIELD( m_radius, FIELD_FLOAT, "fireradius" ),
+ DEFINE_KEYFIELD( m_targetLevel, FIELD_FLOAT, "heatlevel" ),
+ DEFINE_KEYFIELD( m_targetTime, FIELD_FLOAT, "heattime" ),
+
+ DEFINE_FIELD( m_bEnabled, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_bHeatAtLevel, FIELD_BOOLEAN ),
+ DEFINE_FIELD( m_levelTime, FIELD_FLOAT ),
+
+ DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
+ DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
+
+ DEFINE_OUTPUT( m_OnHeatLevelStart, "OnHeatLevelStart"),
+ DEFINE_OUTPUT( m_OnHeatLevelEnd, "OnHeatLevelEnd"),
+
+END_DATADESC()
+
+LINK_ENTITY_TO_CLASS( env_firesensor, CEnvFireSensor );
+
+void CEnvFireSensor::Spawn()
+{
+ if ( m_spawnflags & SF_FIRESENSOR_START_ON )
+ {
+ TurnOn();
+ }
+ else
+ {
+ TurnOff();
+ }
+}
+
+void CEnvFireSensor::Think()
+{
+ if ( !m_bEnabled )
+ return;
+
+ float time = m_targetTime * 0.25;
+ if ( time < 0.1 )
+ {
+ time = 0.1;
+ }
+ SetNextThink( gpGlobals->curtime + time );
+
+ float heat = 0;
+ CFire *pFires[128];
+ int fireCount = FireSystem_GetFiresInSphere( pFires, ARRAYSIZE(pFires), true, GetAbsOrigin(), m_radius );
+ for ( int i = 0; i < fireCount; i++ )
+ {
+ heat += pFires[i]->GetHeatLevel();
+ }
+
+ if ( heat >= m_targetLevel )
+ {
+ m_levelTime += time;
+ if ( m_levelTime >= m_targetTime )
+ {
+ if ( !m_bHeatAtLevel )
+ {
+ m_bHeatAtLevel = true;
+ m_OnHeatLevelStart.FireOutput( this, this );
+ }
+ }
+ }
+ else
+ {
+ m_levelTime = 0;
+ if ( m_bHeatAtLevel )
+ {
+ m_bHeatAtLevel = false;
+ m_OnHeatLevelEnd.FireOutput( this, this );
+ }
+ }
+}
+
+void CEnvFireSensor::TurnOn()
+{
+ if ( m_bEnabled )
+ return;
+
+ m_bEnabled = true;
+ SetNextThink( gpGlobals->curtime );
+ m_bHeatAtLevel = false;
+ m_levelTime = 0;
+}
+
+void CEnvFireSensor::TurnOff()
+{
+ if ( !m_bEnabled )
+ return;
+
+ m_bEnabled = false;
+ SetNextThink( TICK_NEVER_THINK );
+ if ( m_bHeatAtLevel )
+ {
+ m_bHeatAtLevel = false;
+ m_OnHeatLevelEnd.FireOutput( this, this );
+ }
+
+}
+void CEnvFireSensor::InputEnable( inputdata_t &inputdata )
+{
+ TurnOn();
+}
+void CEnvFireSensor::InputDisable( inputdata_t &inputdata )
+{
+ TurnOff();
+}
+
+//-----------------------------------------------------------------------------
+// Purpose: Draw any debug text overlays
+// Output : Current text offset from the top
+//-----------------------------------------------------------------------------
+int CFire::DrawDebugTextOverlays( void )
+{
+ int text_offset = BaseClass::DrawDebugTextOverlays();
+
+ if (m_debugOverlays & OVERLAY_TEXT_BIT)
+ {
+ char tempstr[512];
+
+ // print flame size
+ Q_snprintf(tempstr,sizeof(tempstr)," size: %f", m_flFireSize);
+ EntityText(text_offset,tempstr,0);
+ text_offset++;
+ }
+ return text_offset;
+}