Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "hud.h"
#include "c_obj_sapper.h"
#include "c_tf_player.h"
#include <igameevents.h>
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
using namespace vgui;
//-----------------------------------------------------------------------------
// Purpose: Start thinking
//-----------------------------------------------------------------------------
void C_ObjectSapper::OnDataChanged( DataUpdateType_t type ) { BaseClass::OnDataChanged( type );
if ( type == DATA_UPDATE_CREATED ) { SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
//-----------------------------------------------------------------------------
// Purpose: Create the sparking effect if we're built and ready
//-----------------------------------------------------------------------------
void C_ObjectSapper::ClientThink( void ) { IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" ); if ( event ) { event->SetInt( "building_type", OBJ_ATTACHMENT_SAPPER ); event->SetInt( "object_mode", GetObjectMode() ); gameeventmanager->FireEventClientSide( event ); } }
float C_ObjectSapper::GetReversesBuildingConstructionSpeed( void ) { float flReverseSpeed = 0.0f; CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flReverseSpeed, sapper_degenerates_buildings );
return flReverseSpeed; }
IMPLEMENT_CLIENTCLASS_DT(C_ObjectSapper, DT_ObjectSapper, CObjectSapper) END_RECV_TABLE()
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