Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef MAPSPRITE_H
#define MAPSPRITE_H
#pragma once
#include "MapHelper.h"
#include "Sprite.h"
class CRender3D; class CSpriteModel;
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
class CMapSprite : public CMapHelper { public:
//
// Factories.
//
static CMapClass *CreateMapSprite(CHelperInfo *pHelperInfo, CMapEntity *pParent); static CMapSprite *CreateMapSprite(const char *pszSpritePath);
//
// Construction/destruction:
//
CMapSprite(void); ~CMapSprite(void);
DECLARE_MAPCLASS(CMapSprite, CMapHelper)
void CalcBounds(BOOL bFullUpdate = FALSE);
virtual CMapClass *Copy(bool bUpdateDependencies); virtual CMapClass *CopyFrom(CMapClass *pFrom, bool bUpdateDependencies);
void Initialize(void); void Render2D(CRender2D *pRender); void Render3D(CRender3D *pRender);
// Called by entity code to render sprites
void RenderLogicalAt(CRender2D *pRender, const Vector2D &vecMins, const Vector2D &vecMaxs );
void GetAngles(QAngle &Angles);
int SerializeRMF(std::fstream &File, BOOL bRMF); int SerializeMAP(std::fstream &File, BOOL bRMF);
static void SetRenderDistance(float fRenderDistance); static void EnableAnimation(BOOL bEnable);
bool ShouldRenderLast(void);
bool IsVisualElement(void) { return(true); } const char* GetDescription() { return("Sprite"); }
void OnParentKeyChanged(const char* szKey, const char* szValue);
protected:
//
// Implements CMapAtom transformation functions.
//
void DoTransform(const VMatrix &matrix); int GetNextSpriteFrame( CRender3D* pRender ); void SetRenderMode( int mode ); void SpriteColor(unsigned char *pColor, int eRenderMode, colorVec RenderColor, int alpha);
QAngle m_Angles;
CSpriteModel *m_pSpriteInfo; // Pointer to a sprite model in the cache.
int m_nCurrentFrame; // Current sprite frame for rendering.
float m_fSecondsPerFrame; // How many seconds to render each frame before advancing.
float m_fElapsedTimeThisFrame; // How many seconds we have rendered this sprite frame so far.
float m_fScale; // Sprite scale along sprite axes.
int m_eRenderMode; // Our render mode (transparency, etc.).
colorVec m_RenderColor; // Our render color.
bool m_bIsIcon; // If true, this sprite is an iconic representation of an entity.
};
#endif // MAPSPRITE_H
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