C_EnvProjectedTexture::C_EnvProjectedTexture( void )
{
	m_LightHandle = CLIENTSHADOW_INVALID_HANDLE;
	m_bForceUpdate = true;
	m_pMaterial = NULL;
	AddToEntityList( ENTITY_LIST_SIMULATE );
}
Beispiel #2
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void CBeam::OnDataChanged( DataUpdateType_t updateType )
{
	MarkMessageReceived();

	// Make sure that the correct model is referenced for this entity
	SetModelPointer( modelinfo->GetModel( GetModelIndex() ) );

	// Convert weapon world models to viewmodels if they're weapons being carried by the local player
	for (int i=0;i<MAX_BEAM_ENTS;i++)
	{
		C_BaseEntity *pEnt = m_hAttachEntity[i].Get();
		if ( pEnt )
		{
			C_BaseCombatWeapon *pWpn = pEnt->MyCombatWeaponPointer();
			if ( pWpn && pWpn->IsCarriedByLocalPlayer() )
			{
				C_BasePlayer *player = ToBasePlayer( pWpn->GetOwner() );

				C_BaseViewModel *pViewModel = player ? player->GetViewModel( 0 ) : NULL;
				if ( pViewModel )
				{
					// Get the viewmodel and use it instead
					m_hAttachEntity.Set( i, pViewModel );
				}
			}
		}
	}

	// Compute the bounds here...
	Vector mins, maxs;
	ComputeBounds( mins, maxs );
	SetCollisionBounds( mins, maxs );
	AddToEntityList( ENTITY_LIST_SIMULATE );
}
Beispiel #3
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C_Plasma::C_Plasma()
{
	//Server-side
	m_flStartScale		= 0.0f;
	m_flScale			= 0.0f;
	m_flScaleTime		= 0.0f;
	m_nFlags			= bitsFIRESMOKE_NONE;
	m_nPlasmaModelIndex	= 0;
	m_nPlasmaModelIndex2	= 0;
	m_nGlowModelIndex	= 0;

	//Client-side
	m_flScaleRegister	= 0.0f;
	m_flScaleStart		= 0.0f;
	m_flScaleEnd		= 0.0f;
	m_flScaleTimeStart	= 0.0f;
	m_flScaleTimeEnd	= 0.0f;
	m_flGlowScale		= 0.0f;
	m_bClipTested		= false;
	
	m_entGlow.Clear();
	
	//Clear all child flames
	for ( int i = 0; i < NUM_CHILD_FLAMES; i++ )
	{
		m_entFlames[i].Clear();
	}
	AddToEntityList(ENTITY_LIST_SIMULATE);
}
Beispiel #4
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//-----------------------------------------------------------------------------
// Purpose: 
// Input  : bnewentity - 
//-----------------------------------------------------------------------------
void C_Plasma::OnDataChanged( DataUpdateType_t updateType )
{
	C_BaseEntity::OnDataChanged( updateType );

	if ( updateType == DATA_UPDATE_CREATED )
	{
		Start();
	}

	if ( m_nFlags & bitsFIRESMOKE_ACTIVE )
	{
		AddToEntityList(ENTITY_LIST_SIMULATE);
	}
}
Beispiel #5
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//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CBeam::CBeam( void )
{
#ifdef _DEBUG
	// necessary since in debug, we initialize vectors to NAN for debugging
	m_vecEndPos.Init();
#endif

	m_flHDRColorScale = 1.0f; // default value.

#if !defined( CLIENT_DLL )
	m_nDissolveType = -1;
#else
	m_queryHandleHalo = 0;
	AddToEntityList(ENTITY_LIST_SIMULATE);
#endif


}
	C_WaterBullet( void ) 
	{
		AddToEntityList(ENTITY_LIST_SIMULATE);
	};