//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void C_TeamTrainWatcher::ClientThink() { #ifdef GLOWS_ENABLE if ( IsDormant() || ( m_hGlowEnt.Get() == NULL ) ) { DestroyGlowEffect(); m_hOldGlowEnt = NULL; m_hGlowEnt = NULL; } #endif // GLOWS_ENABLE }
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_TeamTrainWatcher::UpdateGlowEffect( void ) { // destroy the existing effect if ( m_pGlowEffect ) { DestroyGlowEffect(); } // create a new effect if we have a cart if ( m_hGlowEnt ) { float r, g, b; TeamplayRoundBasedRules()->GetTeamGlowColor( GetTeamNumber(), r, g, b ); m_pGlowEffect = new CGlowObject( m_hGlowEnt, Vector( r, g, b ), 1.0, 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 ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_TeamTrainWatcher::~C_TeamTrainWatcher() { #ifdef GLOWS_ENABLE DestroyGlowEffect(); #endif // GLOWS_ENABLE }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseGlowAnimating::~C_BaseGlowAnimating() { DestroyGlowEffect(); }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- C_BaseCombatCharacter::~C_BaseCombatCharacter() { #ifdef GLOWS_ENABLE DestroyGlowEffect(); #endif // GLOWS_ENABLE }