void C_BaseCombatCharacter::ForceGlowEffect( void ) { if ( m_pGlowEffect ) { DestroyGlowEffect(); } //m_bGlowEnabled = true; float r, g, b; GetGlowEffectColor( &r, &g, &b ); m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true, true ); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_BaseGlowAnimating::UpdateGlowEffect( void ) { // destroy the existing effect if ( m_pGlowEffect ) { DestroyGlowEffect(); } // create a new effect if ( m_bGlowEnabled ) { float r, g, b; GetGlowEffectColor( &r, &g, &b ); m_pGlowEffect = new CGlowObject( this, Vector( r, g, b ), 1.0, true ); } }