Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
#include "cbase.h"
#include "c_entity_currencypack.h"
#include "c_tf_player.h"
IMPLEMENT_CLIENTCLASS_DT( C_CurrencyPack, DT_CurrencyPack, CCurrencyPack ) RecvPropBool( RECVINFO( m_bDistributed ) ), END_RECV_TABLE()
C_CurrencyPack::C_CurrencyPack() { m_bDistributed = false;
m_pGlowEffect = NULL; m_bShouldGlowForLocalPlayer = false; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
C_CurrencyPack::~C_CurrencyPack() { DestroyGlowEffect(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CurrencyPack::OnDataChanged( DataUpdateType_t updateType ) { BaseClass::OnDataChanged( updateType );
if ( updateType == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CurrencyPack::ClientThink() { #ifdef STAGING_ONLY
int iSeeCashThroughWall = 0; C_TFPlayer *pTFPlayer = C_TFPlayer::GetLocalTFPlayer(); if ( pTFPlayer && pTFPlayer->IsAlive() ) { CALL_ATTRIB_HOOK_INT_ON_OTHER( pTFPlayer, iSeeCashThroughWall, mvm_see_cash_through_wall ); }
bool bShouldGlowForLocalPlayer = iSeeCashThroughWall != 0; if ( m_bShouldGlowForLocalPlayer != bShouldGlowForLocalPlayer ) { m_bShouldGlowForLocalPlayer = bShouldGlowForLocalPlayer; UpdateGlowEffect(); } #endif // STAGING_ONLY
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CurrencyPack::UpdateGlowEffect( void ) { // destroy the existing effect
if ( m_pGlowEffect ) { DestroyGlowEffect(); }
// create a new effect if we have a cart
if ( m_bShouldGlowForLocalPlayer ) { Vector color = m_bDistributed ? Vector( 150, 0, 0 ) : Vector( 0, 150, 0 ); m_pGlowEffect = new CGlowObject( this, color, 1.0, true ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void C_CurrencyPack::DestroyGlowEffect( void ) { if ( m_pGlowEffect ) { delete m_pGlowEffect; m_pGlowEffect = NULL; } }
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