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 "c_tf_buff_banner.h"
#include "c_tf_player.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( TFBuffBanner, DT_TFBuffBanner )
BEGIN_NETWORK_TABLE( C_TFBuffBanner, DT_TFBuffBanner ) END_NETWORK_TABLE()
C_TFBuffBanner::C_TFBuffBanner() { m_flDetachTime = 0.f; m_iBuffType = 0; }
// -----------------------------------------------------------------------------
// Purpose:
// -----------------------------------------------------------------------------
void CTFBuffBanner::NotifyBoneAttached( C_BaseAnimating* attachTarget ) { if ( m_hBuffItem ) { if ( attachTarget != m_hBuffItem->GetOwner() ) { // We are being moved to a corpse. Let our associated buff item know.
m_hBuffItem->SetBanner( NULL ); } else { float flDuration = 10.f; // 10 is default
CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( attachTarget, flDuration, mod_buff_duration ); m_flDetachTime = gpGlobals->curtime + flDuration;
SetNextClientThink( CLIENT_THINK_ALWAYS ); } }
BaseClass::NotifyBoneAttached( attachTarget ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFBuffBanner::ClientThink( void ) { BaseClass::ClientThink();
// DO THIS AFTER BASECLASS::CLIENTTHINK
if ( !m_pAttachedTo || !m_hBuffItem ) { if ( m_hBuffItem ) { m_hBuffItem->SetBanner( NULL ); } Release(); return; }
// Parachute's never expire
if ( m_iBuffType == EParachute ) { m_flDetachTime = gpGlobals->curtime + 10.0f; }
// Normal Banners
if ( m_pAttachedTo ) { if ( gpGlobals->curtime > m_flDetachTime || !m_hBuffItem ) { // Destroy us automatically after a period of time.
if ( m_hBuffItem ) { m_hBuffItem->SetBanner( NULL ); } Release(); } else if ( m_pAttachedTo->IsEffectActive( EF_NODRAW ) && !IsEffectActive( EF_NODRAW ) ) { AddEffects( EF_NODRAW ); UpdateVisibility(); } else if ( !m_pAttachedTo->IsEffectActive( EF_NODRAW ) && IsEffectActive( EF_NODRAW ) && (m_pAttachedTo != C_BasePlayer::GetLocalPlayer()) ) { RemoveEffects( EF_NODRAW ); UpdateVisibility(); } } }
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