Team Fortress 2 Source Code as on 22/4/2020
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
|
|
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_PLAYERATTACHEDMODEL_H
#define C_PLAYERATTACHEDMODEL_H
#ifdef _WIN32
#pragma once
#endif
#define PAM_PERMANENT -1
// Flags
#define PAM_SPIN_Z (1<<0)
#define PAM_ROTATE_RANDOMLY (1<<1)
#define PAM_SCALEUP (1<<2)
#define PAM_ANIMATE_RANDOMLY (1<<3)
//-----------------------------------------------------------------------------
// Purpose: A clientside, visual only model that's attached to players
//-----------------------------------------------------------------------------
class C_PlayerAttachedModel : public C_BaseAnimating { DECLARE_CLASS( C_PlayerAttachedModel, C_BaseAnimating ); public: static C_PlayerAttachedModel *Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime = 0.2, int iFlags = 0 );
bool Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags ); void SetLifetime( float flLifetime ); void ClientThink( void ); void ApplyBoneMatrixTransform( matrix3x4_t& transform );
private: float m_flExpiresAt; int m_iFlags; float m_flRotateAt; float m_flAnimateAt; float m_flScale; };
#endif // C_PLAYERATTACHEDMODEL_H
|