Counter Strike : Global Offensive Source Code
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright � 1996-2005, 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, false, RENDERABLE_IS_TRANSLUCENT, RENDERABLE_MODEL_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; }
|