Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CTextureToggle : public CPointEntity { public: DECLARE_CLASS( CTextureToggle, CPointEntity );
void InputIncrementBrushTexIndex( inputdata_t &inputdata ); void InputSetBrushTexIndex( inputdata_t &inputdata );
private: DECLARE_DATADESC(); };
LINK_ENTITY_TO_CLASS( env_texturetoggle, CTextureToggle );
BEGIN_DATADESC( CTextureToggle )
DEFINE_INPUTFUNC( FIELD_VOID, "IncrementTextureIndex", InputIncrementBrushTexIndex ), DEFINE_INPUTFUNC( FIELD_INTEGER, "SetTextureIndex", InputSetBrushTexIndex ),
END_DATADESC()
//-----------------------------------------------------------------------------
// Purpose:
// Input : &inputdata -
//-----------------------------------------------------------------------------
void CTextureToggle::InputIncrementBrushTexIndex( inputdata_t& inputdata ) { CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_target ); while( pEntity ) { int iCurrentIndex = pEntity->GetTextureFrameIndex() + 1; pEntity->SetTextureFrameIndex( iCurrentIndex );
pEntity = gEntList.FindEntityByName( pEntity, m_target ); } }
void CTextureToggle::InputSetBrushTexIndex( inputdata_t& inputdata ) { CBaseEntity *pEntity = gEntList.FindEntityByName( NULL, m_target ); while( pEntity ) { int iData = inputdata.value.Int();
pEntity->SetTextureFrameIndex( iData ); pEntity = gEntList.FindEntityByName( pEntity, m_target ); } }
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