Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_wearable_levelable_item.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#else
#include "tf_player.h"
#endif
LINK_ENTITY_TO_CLASS( tf_wearable_levelable_item, CTFWearableLevelableItem ); IMPLEMENT_NETWORKCLASS_ALIASED( TFWearableLevelableItem, DT_TFWearableLevelableItem )
BEGIN_NETWORK_TABLE( CTFWearableLevelableItem, DT_TFWearableLevelableItem ) #if defined( CLIENT_DLL )
RecvPropInt( RECVINFO( m_unLevel ) ), #else
SendPropInt( SENDINFO( m_unLevel ), -1, SPROP_VARINT | SPROP_UNSIGNED ), #endif
END_NETWORK_TABLE()
BEGIN_DATADESC( CTFWearableLevelableItem ) END_DATADESC()
CTFWearableLevelableItem::CTFWearableLevelableItem() { m_unLevel = 0; }
void CTFWearableLevelableItem::IncrementLevel() { int nBodyGroup = FindBodygroupByName( LEVELABLE_ITEM_BODYGROUP_NAME ); if ( nBodyGroup == -1 ) { AssertMsg( 0, "This model needs a bodygroup called \"level\"\n" ); return; }
if ( m_unLevel < (uint)GetBodygroupCount(nBodyGroup) - 1 ) { m_unLevel++; SetBodygroup( nBodyGroup, m_unLevel ); } }
void CTFWearableLevelableItem::ResetLevel() { int nBodyGroup = FindBodygroupByName( LEVELABLE_ITEM_BODYGROUP_NAME ); if ( nBodyGroup == -1 ) { AssertMsg( 0, "This model needs a bodygroup called \"level\"\n" ); return; }
m_unLevel = 0; SetBodygroup( nBodyGroup, m_unLevel ); }
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