Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Play VCD on taunt prop
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "c_basecombatcharacter.h"
#include "choreoevent.h"
#include "c_sceneentity.h"
#include "c_tf_taunt_prop.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_CLIENTCLASS_DT( C_TFTauntProp, DT_TFTauntProp, CTFTauntProp ) END_RECV_TABLE()
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_TFTauntProp::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { switch ( event->GetType() ) { case CChoreoEvent::SEQUENCE: case CChoreoEvent::GESTURE: { // Get the (gesture) sequence.
info->m_nSequence = LookupSequence( event->GetParameters() ); if ( info->m_nSequence < 0 ) return false;
SetSequence( info->m_nSequence ); SetPlaybackRate( 1.0f ); SetCycle( scene->GetTime() / scene->GetDuration() ); } return true; default: return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool C_TFTauntProp::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) { switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::SEQUENCE: case CChoreoEvent::GESTURE: //return StopGestureSceneEvent( info, fastKill, canceled );
default: return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } }
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