Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//
//
//=============================================================================
#include "cbase.h"
#include "tf_wearable_levelable_item.h"
#ifdef CLIENT_DLL
#include "c_tf_player.h"
#else
#include "tf_player.h"
#endif
LINK_ENTITY_TO_CLASS( tf_wearable_levelable_item, CTFWearableLevelableItem );
IMPLEMENT_NETWORKCLASS_ALIASED( TFWearableLevelableItem, DT_TFWearableLevelableItem )
BEGIN_NETWORK_TABLE( CTFWearableLevelableItem, DT_TFWearableLevelableItem )
#if defined( CLIENT_DLL )
RecvPropInt( RECVINFO( m_unLevel ) ),
#else
SendPropInt( SENDINFO( m_unLevel ), -1, SPROP_VARINT | SPROP_UNSIGNED ),
#endif
END_NETWORK_TABLE()
BEGIN_DATADESC( CTFWearableLevelableItem )
END_DATADESC()
CTFWearableLevelableItem::CTFWearableLevelableItem()
{
m_unLevel = 0;
}
void CTFWearableLevelableItem::IncrementLevel()
{
int nBodyGroup = FindBodygroupByName( LEVELABLE_ITEM_BODYGROUP_NAME );
if ( nBodyGroup == -1 )
{
AssertMsg( 0, "This model needs a bodygroup called \"level\"\n" );
return;
}
if ( m_unLevel < (uint)GetBodygroupCount(nBodyGroup) - 1 )
{
m_unLevel++;
SetBodygroup( nBodyGroup, m_unLevel );
}
}
void CTFWearableLevelableItem::ResetLevel()
{
int nBodyGroup = FindBodygroupByName( LEVELABLE_ITEM_BODYGROUP_NAME );
if ( nBodyGroup == -1 )
{
AssertMsg( 0, "This model needs a bodygroup called \"level\"\n" );
return;
}
m_unLevel = 0;
SetBodygroup( nBodyGroup, m_unLevel );
}