Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
// C_HeadlessHatman.cpp
#include "cbase.h"
#include "NextBot/C_NextBot.h"
#include "c_headless_hatman.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
#undef NextBot
//-----------------------------------------------------------------------------
IMPLEMENT_CLIENTCLASS_DT( C_HeadlessHatman, DT_HeadlessHatman, CHeadlessHatman ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
C_HeadlessHatman::C_HeadlessHatman() { m_ghostEffect = NULL; m_leftEyeEffect = NULL; m_rightEyeEffect = NULL; }
//-----------------------------------------------------------------------------
C_HeadlessHatman::~C_HeadlessHatman() { if ( m_ghostEffect ) { ParticleProp()->StopEmission( m_ghostEffect ); m_ghostEffect = NULL; }
if ( m_leftEyeEffect ) { ParticleProp()->StopEmission( m_leftEyeEffect ); m_leftEyeEffect = NULL; }
if ( m_rightEyeEffect ) { ParticleProp()->StopEmission( m_rightEyeEffect ); m_rightEyeEffect = NULL; } }
//-----------------------------------------------------------------------------
void C_HeadlessHatman::Spawn( void ) { BaseClass::Spawn();
m_vecViewOffset = Vector( 0, 0, 100.0f );
if ( !m_ghostEffect ) { m_ghostEffect = ParticleProp()->Create( "ghost_pumpkin", PATTACH_ABSORIGIN_FOLLOW ); }
SetNextClientThink( gpGlobals->curtime + 1.0f ); }
//-----------------------------------------------------------------------------
void C_HeadlessHatman::ClientThink( void ) { if ( !m_leftEyeEffect ) { m_leftEyeEffect = ParticleProp()->Create( "halloween_boss_eye_glow", PATTACH_POINT_FOLLOW, "lefteye" ); }
if ( !m_rightEyeEffect ) { m_rightEyeEffect = ParticleProp()->Create( "halloween_boss_eye_glow", PATTACH_POINT_FOLLOW, "righteye" ); }
SetNextClientThink( CLIENT_THINK_NEVER ); }
//-----------------------------------------------------------------------------
// Return the origin for player observers tracking this target
Vector C_HeadlessHatman::GetObserverCamOrigin( void ) { return EyePosition(); }
//-----------------------------------------------------------------------------
void C_HeadlessHatman::FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options ) { if ( event == 7001 ) { // footstep event
EmitSound( "Halloween.HeadlessBossFootfalls" );
ParticleProp()->Create( "halloween_boss_foot_impact", PATTACH_ABSORIGIN, 0 ); } }
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