Team Fortress 2 Source Code as on 22/4/2020
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  1. //========= Copyright Valve Corporation, All rights reserved. ============//
  2. // c_eyeball_boss.cpp
  3. #include "cbase.h"
  4. #include "NextBot/C_NextBot.h"
  5. #include "c_zombie.h"
  6. #include "tf_shareddefs.h"
  7. // memdbgon must be the last include file in a .cpp file!!!
  8. #include "tier0/memdbgon.h"
  9. //-----------------------------------------------------------------------------
  10. IMPLEMENT_CLIENTCLASS_DT( C_Zombie, DT_Zombie, CZombie )
  11. RecvPropFloat( RECVINFO( m_flHeadScale ) ),
  12. END_RECV_TABLE()
  13. C_Zombie::C_Zombie()
  14. {
  15. }
  16. bool C_Zombie::ShouldCollide( int collisionGroup, int contentsMask ) const
  17. {
  18. if ( collisionGroup == COLLISION_GROUP_PLAYER_MOVEMENT )
  19. return false;
  20. return BaseClass::ShouldCollide( collisionGroup, contentsMask );
  21. }
  22. extern void BuildBigHeadTransformations( CBaseAnimating *pObject, CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed, float flScale );
  23. void C_Zombie::BuildTransformations( CStudioHdr *hdr, Vector *pos, Quaternion q[], const matrix3x4_t& cameraTransform, int boneMask, CBoneBitList &boneComputed )
  24. {
  25. BaseClass::BuildTransformations( hdr, pos, q, cameraTransform, boneMask, boneComputed );
  26. m_BoneAccessor.SetWritableBones( BONE_USED_BY_ANYTHING );
  27. BuildBigHeadTransformations( this, hdr, pos, q, cameraTransform, boneMask, boneComputed, m_flHeadScale );
  28. }