Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "functionproxy.h"
#include "toolframework_client.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// forward declarations
void ToolFramework_RecordMaterialParams( IMaterial *pMaterial );
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyHealth : public CResultProxy { public: bool Init( IMaterial *pMaterial, KeyValues *pKeyValues ); void OnBind( void *pC_BaseEntity );
private: CFloatInput m_Factor; };
bool CProxyHealth::Init( IMaterial *pMaterial, KeyValues *pKeyValues ) { if (!CResultProxy::Init( pMaterial, pKeyValues )) return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 )) return false;
return true; }
void CProxyHealth::OnBind( void *pC_BaseEntity ) { if (!pC_BaseEntity) return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
Assert( m_pResult ); SetFloatResult( pEntity->HealthFraction() * m_Factor.GetFloat() );
if ( ToolsEnabled() ) { ToolFramework_RecordMaterialParams( GetMaterial() ); } }
EXPOSE_INTERFACE( CProxyHealth, IMaterialProxy, "Health" IMATERIAL_PROXY_INTERFACE_VERSION );
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