//----------------------------------------------------------------------------- //----------------------------------------------------------------------------- void CInfoGameEventProxy::Spawn() { BaseClass::Spawn(); m_flRange *= 12.0f; // Convert feet to inches if( GetSpawnFlags() & SF_GAME_EVENT_PROXY_AUTO_VISIBILITY ) { VisibilityMonitor_AddEntity( this, m_flRange, &CInfoGameEventProxy::GameEventProxyCallback, NULL ); } }
void CASW_Barrel_Explosive::Spawn() { DisableAutoFade(); SetModelName( AllocPooledString( ASW_EXPLOSIVE_BARREL_MODEL_NAME ) ); Precache(); SetModel( ASW_EXPLOSIVE_BARREL_MODEL_NAME ); AddSpawnFlags( SF_PHYSPROP_AIMTARGET ); BaseClass::Spawn(); InitHealth(); VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, NULL, NULL ); }
void CASW_Button_Area::UpdateWaitingForInput() { bool bOldWaitingForInput = m_bWaitingForInput; bool bSet = false; if ( m_bIsDoorButton ) { CASW_Door *pDoor = GetDoor(); if ( pDoor && pDoor->IsAutoOpen() ) { m_bWaitingForInput = false; bSet = true; } } if ( !bSet ) { m_bWaitingForInput = ASWGameRules()->GetGameState() == ASW_GS_INGAME && ( !m_bNoPower && !m_bIsInUse && ( m_bIsLocked || ( !m_bWasLocked && m_fLastButtonUseTime == 0 ) ) ); } if ( !bOldWaitingForInput && m_bWaitingForInput ) { VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, &CASW_Button_Area::WaitingForInputVismonCallback, &CASW_Button_Area::WaitingForInputVismonEvaluator ); } else if ( bOldWaitingForInput && !m_bWaitingForInput ) { VisibilityMonitor_RemoveEntity( this ); IGameEvent * event = gameeventmanager->CreateEvent( "button_area_inactive" ); if ( event ) { event->SetInt( "entindex", entindex() ); gameeventmanager->FireEvent( event ); } } }
void CASW_Ammo::Spawn( void ) { BaseClass::Spawn(); VisibilityMonitor_AddEntity( this, asw_visrange_generic.GetFloat() * 0.9f, &CASW_Ammo::VismonCallback, NULL ); }