Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "plasma.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//==================================================
// CPlasma
//==================================================
//Link the entity
LINK_ENTITY_TO_CLASS( _plasma, CPlasma );
//Send datatable
IMPLEMENT_SERVERCLASS_ST( CPlasma, DT_Plasma )
SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO( m_flScaleTime ), 0, SPROP_NOSCALE),
SendPropInt( SENDINFO( m_nFlags ), 8, SPROP_UNSIGNED ),
SendPropModelIndex( SENDINFO( m_nPlasmaModelIndex )),
SendPropModelIndex( SENDINFO( m_nPlasmaModelIndex2 )),
SendPropModelIndex( SENDINFO( m_nGlowModelIndex )),
END_SEND_TABLE()
//Data description
BEGIN_DATADESC( CPlasma )
//Client-side
DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleTime, FIELD_FLOAT ),
DEFINE_FIELD( m_nFlags, FIELD_INTEGER ),
// DEFINE_FIELD( m_nPlasmaModelIndex, FIELD_INTEGER ),
// DEFINE_FIELD( m_nPlasmaModelIndex2, FIELD_INTEGER ),
// DEFINE_FIELD( m_nGlowModelIndex, FIELD_INTEGER ),
//Server-side
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CPlasma::CPlasma( void )
{
//Client-side
m_flScale = 0.0f;
m_flScaleTime = 0.0f;
m_nFlags = bitsFIRE_NONE;
m_nPlasmaModelIndex = PrecacheModel( "sprites/plasma1.vmt" );
m_nPlasmaModelIndex2 = PrecacheModel( "sprites/plasma1.vmt" );//<<TEMP>>
m_nGlowModelIndex = PrecacheModel( "sprites/fire_floor.vmt" );
//Server-side
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CPlasma::~CPlasma( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CPlasma::EnableSmoke( int state )
{
if ( state )
{
m_nFlags |= bitsFIRESMOKE_SMOKE;
}
else
{
m_nFlags &= ~bitsFIRESMOKE_SMOKE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CPlasma::Precache( void )
{
PrecacheModel( "sprites/plasma1.vmt" );
PrecacheModel( "sprites/fire_floor.vmt" );
}