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 "tf_weaponbase_merasmus_grenade.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_NETWORKCLASS_ALIASED( TFWeaponBaseMerasmusGrenade, DT_TFWeaponBaseMerasmusGrenade ) LINK_ENTITY_TO_CLASS( tf_weaponbase_merasmus_grenade, CTFWeaponBaseMerasmusGrenade );
BEGIN_NETWORK_TABLE( CTFWeaponBaseMerasmusGrenade, DT_TFWeaponBaseMerasmusGrenade ) END_NETWORK_TABLE()
int CTFWeaponBaseMerasmusGrenade::GetDamageCustom() { return TF_DMG_CUSTOM_MERASMUS_GRENADE; }
int CTFWeaponBaseMerasmusGrenade::GetCustomParticleIndex() { return GetParticleSystemIndex( "merasmus_dazed_explosion" ); }
#ifdef CLIENT_DLL
int CTFWeaponBaseMerasmusGrenade::DrawModel( int flags ) { float flAliveTime = gpGlobals->curtime - m_flSpawnTime;
const float flNoDrawTime = 0.1f; const float flScaleTime = 0.1f; // Don't draw the rocket for the first bit of life
if( flAliveTime < flNoDrawTime ) { return 0; }
// Scale up as we become visible
if( flAliveTime < ( flNoDrawTime + flScaleTime ) ) { float flSize = RemapVal( flAliveTime, flNoDrawTime, flNoDrawTime + flScaleTime, 0.f, 1.f ); SetModelScale( flSize ); } return BaseClass::DrawModel( flags ); }
#endif
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