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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 /sp/src/game/server/particle_smokegrenade.cpp
downloadsource-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz
source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip
First version of the SOurce SDK 2013
Diffstat (limited to 'sp/src/game/server/particle_smokegrenade.cpp')
-rw-r--r--sp/src/game/server/particle_smokegrenade.cpp75
1 files changed, 75 insertions, 0 deletions
diff --git a/sp/src/game/server/particle_smokegrenade.cpp b/sp/src/game/server/particle_smokegrenade.cpp
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+//========= 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;
+}