Exemplo n.º 1
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void CBaseObject::AttemptToGoActive( void )
{
	// Go active if we can
	if ( ShouldBeActive() )
	{
		OnGoActive();
	}
}
Exemplo n.º 2
0
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void C_BaseObject::OnDataChanged( DataUpdateType_t updateType )
{
	if (updateType == DATA_UPDATE_CREATED)
	{
		CreateBuildPoints();
	}

	BaseClass::OnDataChanged( updateType );

	// Did we just finish building?
	if ( m_bWasBuilding && !m_bBuilding )
	{
		FinishedBuilding();
	}

	// Did we just go active?
	bool bShouldBeActive = ShouldBeActive();
	if ( !m_bWasActive && bShouldBeActive )
	{
		OnGoActive();
	}
	else if ( m_bWasActive && !bShouldBeActive )
	{
		OnGoInactive();
	}

	if ( m_bDisabled != m_bOldDisabled )
	{
		if ( m_bDisabled )
		{
			OnStartDisabled();
		}
		else
		{
			OnEndDisabled();
		}
	}

	if ( ( !IsBuilding() && m_iHealth != m_iOldHealth ) )
	{
		// recalc our damage particle state
		BuildingDamageLevel_t damageLevel = CalculateDamageLevel();

		if ( damageLevel != m_damageLevel )
		{
			UpdateDamageEffects( damageLevel );

			m_damageLevel = damageLevel;
		}
	}

	if ( m_bWasBuilding && !m_bBuilding )
	{
		// Force update damage effect when finishing construction.
		BuildingDamageLevel_t damageLevel = CalculateDamageLevel();
		UpdateDamageEffects( damageLevel );
		m_damageLevel = damageLevel;
	}

	// Kill all particles when getting picked up.
	if ( !m_bWasCarried && m_bCarried )
	{
		ParticleProp()->StopParticlesInvolving( this );
	}

	if ( m_iHealth > m_iOldHealth && m_iHealth == m_iMaxHealth )
	{
		// If we were just fully healed, remove all decals
		RemoveAllDecals();
	}

	if ( GetOwner() == C_TFPlayer::GetLocalTFPlayer() )
	{
		IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" );
		if ( event )
		{
			event->SetInt( "building_type", GetType() );
			event->SetInt( "object_mode", GetObjectMode() );
			gameeventmanager->FireEventClientSide( event );
		}
	}

	if ( IsPlacing() && GetSequence() != m_nObjectOldSequence )
	{
		// Ignore server sequences while placing
		OnPlacementStateChanged( m_iLastPlacementPosValid > 0 );
	}
}