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game/server: fix particle transition from trigger_vphysics_motion
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parent
3a7d4319d6
commit
ba90de20d9
@ -4623,7 +4623,8 @@ void CTriggerVPhysicsMotion::StartTouch( CBaseEntity *pOther )
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#ifndef _XBOX
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if ( m_ParticleTrail.m_strMaterialName != NULL_STRING )
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{
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CEntityParticleTrail::Create( pOther, m_ParticleTrail, this );
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CEntityParticleTrail *pTrail = CEntityParticleTrail::Create( pOther, m_ParticleTrail, this );
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pTrail->SetShouldDeletedOnChangelevel( true );
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}
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#endif
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@ -35,6 +35,7 @@ CBaseParticleEntity::CBaseParticleEntity( void )
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m_bSimulate = true;
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m_nToolParticleEffectId = TOOLPARTICLESYSTEMID_INVALID;
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#endif
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m_bShouldDeletedOnChangelevel = false;
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}
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CBaseParticleEntity::~CBaseParticleEntity( void )
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@ -35,6 +35,16 @@ public:
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CBaseParticleEntity();
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virtual ~CBaseParticleEntity();
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virtual int ObjectCaps()
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{
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if( m_bShouldDeletedOnChangelevel )
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return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
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else
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return BaseClass::ObjectCaps();
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}
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void SetShouldDeletedOnChangelevel( bool bDel ) { m_bShouldDeletedOnChangelevel = bDel; }
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// CBaseEntity overrides.
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public:
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#if !defined( CLIENT_DLL )
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@ -76,6 +86,8 @@ public:
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void SetLifetime(float lifetime);
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private:
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bool m_bShouldDeletedOnChangelevel;
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CBaseParticleEntity( const CBaseParticleEntity & ); // not defined, not accessible
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};
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