Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Dme version of a hitbox
//
//===========================================================================//
#include "mdlobjects/dmehitbox.h"
#include "datamodel/dmelementfactoryhelper.h"
#include "tier2/renderutils.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Expose this class to the scene database
//-----------------------------------------------------------------------------
IMPLEMENT_ELEMENT_FACTORY( DmeHitbox, CDmeHitbox );
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CDmeHitbox::OnConstruction() { m_SurfaceProperty.Init( this, "surfaceProperty" ); m_Group.Init( this, "groupName" ); m_Bone.Init( this, "boneName" ); m_vecMins.Init( this, "minBounds" ); m_vecMaxs.Init( this, "maxBounds" ); m_RenderColor.InitAndSet( this, "renderColor", Color( 255, 255, 255, 64 ) ); }
void CDmeHitbox::OnDestruction() { }
//-----------------------------------------------------------------------------
// Rendering method for the dag
//-----------------------------------------------------------------------------
void CDmeHitbox::Draw( const matrix3x4_t &shapeToWorld, CDmeDrawSettings *pDrawSettings /* = NULL */ ) { Vector vecOrigin; QAngle angles; MatrixAngles( shapeToWorld, angles, vecOrigin ); RenderBox( vecOrigin, angles, m_vecMins, m_vecMaxs, m_RenderColor, true ); }
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