Esempio n. 1
0
void CASW_Burning::FireThink()
{
	int c = m_Burning.Count();
	for (int i=c-1;i>=0;i--)	// go backwards in case we remove one
	{
		CBaseEntity *pEnt = m_Burning[i]->m_hEntity.Get();
		if (m_Burning[i]->m_fDieTime <= gpGlobals->curtime || !pEnt)
		{
			delete m_Burning[i];
			m_Burning.Remove(i);
			CBaseAnimating *pAnim = dynamic_cast<CBaseAnimating*>(pEnt);
			if (pAnim)
			{
				//OnEntityExtinguished(pEnt);
				pAnim->Extinguish();	// this makes the entity remove its FL_ONFIRE flag, its m_bOnFire bool and then calls back to us to check its not in the list anymore
			}		
		}
		else
		{
			if (m_Burning[i]->m_fNextBurnTime <= gpGlobals->curtime + 0.01f)
			{
				// hurt the entity!
				CBaseEntity *pAttacker = m_Burning[i]->m_hAttacker.Get();
				if (!pAttacker)
					pAttacker = this;
				//Msg("%f: burning %d:%s from %d:%s for %f\n", gpGlobals->curtime,
					//pEnt->entindex(), pEnt->GetClassName(),
					//pAttacker->entindex(), pAttacker->GetClassName(),
					//m_Burning[i]->m_fDamagePerInterval);
				CTakeDamageInfo info( this, pAttacker, m_Burning[i]->m_fDamagePerInterval, DMG_BURN | DMG_DIRECT );
				info.SetWeapon( m_Burning[i]->m_hDamagingWeapon.Get() );
				pEnt->TakeDamage( info );

				m_Burning[i]->m_fNextBurnTime += m_Burning[i]->m_fBurnInterval;
			}
		}		
	}
	SetNextThinkTime();
}