Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedOffsetTextureProxy : public CBaseAnimatedTextureProxy { public: CAnimatedOffsetTextureProxy() : m_flFrameOffset( 0.0f ) {}
virtual ~CAnimatedOffsetTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity ); virtual void OnBind( void *pBaseEntity );
protected:
float m_flFrameOffset; };
EXPOSE_INTERFACE( CAnimatedOffsetTextureProxy, IMaterialProxy, "AnimatedOffsetTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
//-----------------------------------------------------------------------------
// Purpose:
// Input : pArg -
// Output : float
//-----------------------------------------------------------------------------
float CAnimatedOffsetTextureProxy::GetAnimationStartTime( void* pArg ) { return m_flFrameOffset; }
//-----------------------------------------------------------------------------
// Purpose:
// Input : *pBaseEntity -
//-----------------------------------------------------------------------------
void CAnimatedOffsetTextureProxy::OnBind( void *pBaseEntity ) { C_BaseEntity* pEntity = (C_BaseEntity*)pBaseEntity; if ( pEntity ) { m_flFrameOffset = pEntity->GetTextureAnimationStartTime(); }
// Call into the base class
CBaseAnimatedTextureProxy::OnBind( pBaseEntity ); }
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