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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Play VCD on taunt prop
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "basecombatcharacter.h"
#include "choreoevent.h"
#include "sceneentity.h"
#include "tf_taunt_prop.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
IMPLEMENT_SERVERCLASS_ST( CTFTauntProp, DT_TFTauntProp ) END_SEND_TABLE()
LINK_ENTITY_TO_CLASS( tf_taunt_prop, CTFTauntProp );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
CTFTauntProp::CTFTauntProp() { UseClientSideAnimation(); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFTauntProp::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( 0 ); ResetSequenceInfo();
if ( IsUsingClientSideAnimation() ) { ResetClientsideFrame(); }
return true; } default: return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFTauntProp::ProcessSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event ) { // Only process sequences
if ( event->GetType() != CChoreoEvent::SEQUENCE ) return false;
return BaseClass::ProcessSceneEvent( info, scene, event ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float CTFTauntProp::PlayScene( const char *pszScene, float flDelay /*= 0.0f*/, AI_Response *response /*= NULL*/, IRecipientFilter *filter /*= NULL*/ ) { if ( m_hScene.Get() ) { StopScriptedScene( this, m_hScene ); m_hScene = NULL; }
MDLCACHE_CRITICAL_SECTION();
return InstancedScriptedScene( this, pszScene, &m_hScene, flDelay, false, response, true, filter ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFTauntProp::UpdateOnRemove() { if ( m_hScene.Get() ) { StopScriptedScene( this, m_hScene ); m_hScene = NULL; } BaseClass::UpdateOnRemove(); }
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