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hl2sdk/dlls/fire_smoke.cpp
2008-09-15 01:33:59 -05:00

196 lines
5.1 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#include "cbase.h"
#include "fire_smoke.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//---------------------------------------------------------
// Save/Restore
//---------------------------------------------------------
BEGIN_DATADESC( CBaseFire )
DEFINE_FIELD( m_flStartScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleTime, FIELD_TIME ),
DEFINE_FIELD( m_nFlags, FIELD_INTEGER ),
END_DATADESC()
//==================================================
// CBaseFire
//==================================================
CBaseFire::CBaseFire( void )
{
m_flStartScale = 0.0f;
m_flScale = 0.0f;
m_flScaleTime = 0.0f;
m_nFlags = bitsFIRE_NONE;
}
CBaseFire::~CBaseFire( void )
{
}
//-----------------------------------------------------------------------------
// Purpose: Take the current scale of the flame and move it towards a destination
// Input : size - destination size
// time - time to scale across
//-----------------------------------------------------------------------------
void CBaseFire::Scale( float size, float time )
{
//Send to the client
m_flScale = size;
m_flScaleTime = time;
}
//-----------------------------------------------------------------------------
// Purpose: Overloaded Scale() function to set size
// Input : start - beginning sizek
// size - destination size
// time - time to scale across
//-----------------------------------------------------------------------------
void CBaseFire::Scale( float start, float size, float time )
{
//Send to the client
m_flStartScale = start;
m_flScale = size;
m_flScaleTime = time;
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CBaseFire::Enable( int state )
{
if ( state )
{
m_nFlags |= bitsFIRE_ACTIVE;
}
else
{
m_nFlags &= ~bitsFIRE_ACTIVE;
}
}
//==================================================
// CFireSmoke
//==================================================
//Link the entity
LINK_ENTITY_TO_CLASS( _firesmoke, CFireSmoke );
//Send datatable
IMPLEMENT_SERVERCLASS_ST( CFireSmoke, DT_FireSmoke )
SendPropFloat( SENDINFO( m_flStartScale ), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO( m_flScale ), 0, SPROP_NOSCALE),
SendPropFloat( SENDINFO( m_flScaleTime ), 0, SPROP_NOSCALE),
SendPropInt( SENDINFO( m_nFlags ), 8, SPROP_UNSIGNED ),
SendPropModelIndex( SENDINFO( m_nFlameModelIndex ) ),
SendPropModelIndex( SENDINFO( m_nFlameFromAboveModelIndex ) ),
END_SEND_TABLE()
//Data description
BEGIN_DATADESC( CFireSmoke )
DEFINE_FIELD( m_flStartScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScale, FIELD_FLOAT ),
DEFINE_FIELD( m_flScaleTime, FIELD_FLOAT ),
DEFINE_FIELD( m_nFlags, FIELD_INTEGER ),
DEFINE_FIELD( m_nFlameFromAboveModelIndex, FIELD_INTEGER ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : *name -
//-----------------------------------------------------------------------------
CFireSmoke::CFireSmoke( void )
{
//Client-side
m_flScale = 0.0f;
m_flScaleTime = 0.0f;
m_nFlags = bitsFIRE_NONE;
//Server-side
AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CFireSmoke::~CFireSmoke( void )
{
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CFireSmoke::Precache()
{
BaseClass::Precache();
m_nFlameModelIndex = PrecacheModel( "sprites/fire1.vmt" );
// This asset doesn't appear to exist anymore. What's going on?
// Commenting this out so that level designers don't get a red error about missing material. (sjb)
//m_nFlameFromAboveModelIndex = PrecacheModel( "sprites/flamefromabove.vmt" );
}
void CFireSmoke::Spawn()
{
Precache();
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CFireSmoke::EnableSmoke( int state )
{
if ( state )
{
m_nFlags |= bitsFIRESMOKE_SMOKE;
}
else
{
m_nFlags &= ~bitsFIRESMOKE_SMOKE;
}
}
//-----------------------------------------------------------------------------
// Purpose:
// Input : state -
//-----------------------------------------------------------------------------
void CFireSmoke::EnableGlow( int state )
{
if ( state )
{
m_nFlags |= bitsFIRESMOKE_GLOW;
}
else
{
m_nFlags &= ~bitsFIRESMOKE_GLOW;
}
}
void CFireSmoke::EnableVisibleFromAbove( int state )
{
if ( state )
{
m_nFlags |= bitsFIRESMOKE_VISIBLE_FROM_ABOVE;
}
else
{
m_nFlags &= ~bitsFIRESMOKE_VISIBLE_FROM_ABOVE;
}
}