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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "fx_envelope.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Constructor
//-----------------------------------------------------------------------------
C_EnvelopeFX::C_EnvelopeFX( void )
{
m_active = false;
}
C_EnvelopeFX::~C_EnvelopeFX()
{
RemoveRenderable();
}
const matrix3x4_t & C_EnvelopeFX::RenderableToWorldTransform()
{
static matrix3x4_t mat;
SetIdentityMatrix( mat );
PositionMatrix( GetRenderOrigin(), mat );
return mat;
}
void C_EnvelopeFX::RemoveRenderable()
{
ClientLeafSystem()->RemoveRenderable( m_hRenderHandle );
}
//-----------------------------------------------------------------------------
// Purpose: Updates the envelope being in the client's known entity list
//-----------------------------------------------------------------------------
void C_EnvelopeFX::Update( void )
{
if ( m_active )
{
if ( m_hRenderHandle == INVALID_CLIENT_RENDER_HANDLE )
{
ClientLeafSystem()->AddRenderable( this, RENDER_GROUP_TRANSLUCENT_ENTITY );
}
else
{
ClientLeafSystem()->RenderableChanged( m_hRenderHandle );
}
}
else
{
RemoveRenderable();
}
}
//-----------------------------------------------------------------------------
// Purpose: Starts up the effect
// Input : entityIndex - entity to be attached to
// attachment - attachment point (if any) to be attached to
//-----------------------------------------------------------------------------
void C_EnvelopeFX::EffectInit( int entityIndex, int attachment )
{
m_entityIndex = entityIndex;
m_attachment = attachment;
m_active = 1;
m_t = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Shuts down the effect
//-----------------------------------------------------------------------------
void C_EnvelopeFX::EffectShutdown( void )
{
m_active = 0;
m_t = 0;
}
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