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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; }
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