Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=============================================================================
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "c_team.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Team Material Proxy
//
// Handles changing team color (skins).
//
class CTeamMaterialProxy : public CEntityMaterialProxy { public:
CTeamMaterialProxy(); virtual ~CTeamMaterialProxy(); virtual bool Init( IMaterial *pMaterial, KeyValues* pKeyValues ); virtual void OnBind( C_BaseEntity *pEnt ); virtual IMaterial *GetMaterial();
private:
IMaterialVar* m_FrameVar; };
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTeamMaterialProxy::CTeamMaterialProxy() { m_FrameVar = 0; }
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTeamMaterialProxy::~CTeamMaterialProxy() { }
//-----------------------------------------------------------------------------
// Purpose: Initialization.
//-----------------------------------------------------------------------------
bool CTeamMaterialProxy::Init( IMaterial *pMaterial, KeyValues* pKeyValues ) { bool foundVar; m_FrameVar = pMaterial->FindVar( "$frame", &foundVar, false ); if( !foundVar ) { m_FrameVar = 0; } return true; }
//-----------------------------------------------------------------------------
// Purpose: Set the appropriate texture (in the animated texture).
//-----------------------------------------------------------------------------
void CTeamMaterialProxy::OnBind( C_BaseEntity *pEnt ) { if( !m_FrameVar ) return;
int team = pEnt->GetRenderTeamNumber(); team -= 2;
// Use that as an animated frame number
m_FrameVar->SetIntValue( team ); }
IMaterial *CTeamMaterialProxy::GetMaterial() { if ( !m_FrameVar ) return NULL;
return m_FrameVar->GetOwningMaterial(); }
EXPOSE_INTERFACE( CTeamMaterialProxy, IMaterialProxy, "TeamTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
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