hl2_src-leak-2017/src/game/server/particle_smokegrenade.cpp

76 lines
2.0 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "particle_smokegrenade.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST(ParticleSmokeGrenade, DT_ParticleSmokeGrenade)
SendPropTime(SENDINFO(m_flSpawnTime) ),
SendPropFloat(SENDINFO(m_FadeStartTime), 0, SPROP_NOSCALE),
SendPropFloat(SENDINFO(m_FadeEndTime), 0, SPROP_NOSCALE),
SendPropInt(SENDINFO(m_CurrentStage), 1, SPROP_UNSIGNED),
END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( env_particlesmokegrenade, ParticleSmokeGrenade );
BEGIN_DATADESC( ParticleSmokeGrenade )
DEFINE_FIELD( m_CurrentStage, FIELD_CHARACTER ),
DEFINE_FIELD( m_FadeStartTime, FIELD_TIME ),
DEFINE_FIELD( m_FadeEndTime, FIELD_TIME ),
DEFINE_FIELD( m_flSpawnTime, FIELD_TIME ),
END_DATADESC()
ParticleSmokeGrenade::ParticleSmokeGrenade()
{
m_CurrentStage = 0;
m_FadeStartTime = 17;
m_FadeEndTime = 22;
m_flSpawnTime = gpGlobals->curtime;
}
// Smoke grenade particles should always transmitted to clients. If not, a client who
// enters the PVS late will see the smoke start billowing from then, allowing better vision.
int ParticleSmokeGrenade::UpdateTransmitState( void )
{
if ( IsEffectActive( EF_NODRAW ) )
return SetTransmitState( FL_EDICT_DONTSEND );
return SetTransmitState( FL_EDICT_ALWAYS );
}
void ParticleSmokeGrenade::FillVolume()
{
m_CurrentStage = 1;
CollisionProp()->SetCollisionBounds( Vector( -50, -50, -50 ), Vector( 50, 50, 50 ) );
}
void ParticleSmokeGrenade::SetFadeTime(float startTime, float endTime)
{
m_FadeStartTime = startTime;
m_FadeEndTime = endTime;
}
// Fade start and end are relative to current time
void ParticleSmokeGrenade::SetRelativeFadeTime(float startTime, float endTime)
{
float flCurrentTime = gpGlobals->curtime - m_flSpawnTime;
m_FadeStartTime = flCurrentTime + startTime;
m_FadeEndTime = flCurrentTime + endTime;
}