//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvBeam::Spawn( void ) { if ( !m_iszSpriteName ) { SetThink( &CEnvBeam::SUB_Remove ); return; } BaseClass::Spawn(); m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude); // Check for tapering if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) ) { SetWidth( m_boltWidth ); SetEndWidth( 0 ); } else { SetWidth( m_boltWidth ); SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled } if ( ServerSide() ) { SetThink( &CEnvBeam::UpdateThink ); SetNextThink( gpGlobals->curtime ); SetFireTime( gpGlobals->curtime ); if ( GetEntityName() != NULL_STRING ) { if ( !(m_spawnflags & SF_BEAM_STARTON) ) { AddEffects( EF_NODRAW ); m_active = 0; SetNextThink( TICK_NEVER_THINK ); } else { m_active = 1; } } } else { m_active = 0; if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) ) { SetThink( &CEnvBeam::StrikeThink ); SetNextThink( gpGlobals->curtime + 1.0f ); } } }
//----------------------------------------------------------------------------- // Purpose: Turns the lightning on. If it is set for interval refiring, it will // begin doing so. If it is set to be continually on, it will do so. //----------------------------------------------------------------------------- void CEnvBeam::TurnOn( void ) { m_active = 1; if ( ServerSide() ) { RemoveEffects( EF_NODRAW ); DoSparks( GetAbsStartPos(), GetAbsEndPos() ); SetThink( &CEnvBeam::UpdateThink ); SetNextThink( gpGlobals->curtime ); SetFireTime( gpGlobals->curtime ); } else { SetThink( &CEnvBeam::StrikeThink ); SetNextThink( gpGlobals->curtime ); } }
//----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- void CEnvBeam::Spawn( void ) { if ( !m_iszSpriteName ) { SetThink( &CEnvBeam::SUB_Remove ); return; } BaseClass::Spawn(); m_noiseAmplitude = MIN(MAX_BEAM_NOISEAMPLITUDE, m_noiseAmplitude); // Check for tapering if ( HasSpawnFlags( SF_BEAM_TAPEROUT ) ) { SetWidth( m_boltWidth ); SetEndWidth( 0 ); } else { SetWidth( m_boltWidth ); SetEndWidth( GetWidth() ); // Note: EndWidth is not scaled } // if a non-targetentity endpoint was specified, transform it into local relative space // so it can move along with the base if (!m_vEndPointWorld.IsZero()) { WorldToEntitySpace( m_vEndPointWorld, &m_vEndPointRelative ); } else { m_vEndPointRelative.Zero(); } if ( ServerSide() ) { SetThink( &CEnvBeam::UpdateThink ); SetNextThink( gpGlobals->curtime ); SetFireTime( gpGlobals->curtime ); if ( GetEntityName() != NULL_STRING ) { if ( !(m_spawnflags & SF_BEAM_STARTON) ) { AddEffects( EF_NODRAW ); m_active = 0; SetNextThink( TICK_NEVER_THINK ); } else { m_active = 1; } } } else { m_active = 0; if ( !GetEntityName() || FBitSet(m_spawnflags, SF_BEAM_STARTON) ) { SetThink( &CEnvBeam::StrikeThink ); SetNextThink( gpGlobals->curtime + 1.0f ); } } }