Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TF_PASSTIME_BALL_H
#define C_TF_PASSTIME_BALL_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "util_shared.h"
#include "c_baseanimating.h"
#include "../shared/SpriteTrail.h"
class C_TFPlayer;
//-----------------------------------------------------------------------------
class C_PasstimeBall : public C_BaseAnimating { public: DECLARE_CLASS( C_PasstimeBall, C_BaseAnimating ); DECLARE_NETWORKCLASS(); C_PasstimeBall(); virtual ~C_PasstimeBall(); virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE; virtual int DrawModel( int flags ) OVERRIDE; virtual unsigned int PhysicsSolidMaskForEntity() const OVERRIDE; virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE; virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd, const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace, trace_t& tr, int maxLODToDecal ) OVERRIDE { }// no decals ever
int GetCollisionCount() const { return m_iCollisionCount; } C_TFPlayer *GetHomingTarget() const { return m_hHomingTarget; } C_TFPlayer *GetCarrier(); C_TFPlayer *GetPrevCarrier(); private: bool m_bWasVisible; float m_fDrawTime; CNetworkVar( int, m_iCollisionCount ); CNetworkHandle( C_TFPlayer, m_hHomingTarget ); CNetworkHandle( C_TFPlayer, m_hCarrier ); CNetworkHandle( C_TFPlayer, m_hPrevCarrier ); };
#endif // C_TF_PASSTIME_BALL_H
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