Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imesh.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// -------------------------------------------------------------------------------- //
// An entity used to access overlays (and change their texture)
// -------------------------------------------------------------------------------- //
class C_InfoOverlayAccessor : public C_BaseEntity
{
public:
DECLARE_CLASS( C_InfoOverlayAccessor, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_InfoOverlayAccessor();
virtual void OnDataChanged( DataUpdateType_t updateType );
private:
int m_iOverlayID;
};
// Expose it to the engine.
IMPLEMENT_CLIENTCLASS(C_InfoOverlayAccessor, DT_InfoOverlayAccessor, CInfoOverlayAccessor);
BEGIN_RECV_TABLE_NOBASE(C_InfoOverlayAccessor, DT_InfoOverlayAccessor)
RecvPropInt(RECVINFO(m_iTextureFrameIndex)),
RecvPropInt(RECVINFO(m_iOverlayID)),
END_RECV_TABLE()
// -------------------------------------------------------------------------------- //
// Functions.
// -------------------------------------------------------------------------------- //
C_InfoOverlayAccessor::C_InfoOverlayAccessor()
{
}
void C_InfoOverlayAccessor::OnDataChanged( DataUpdateType_t updateType )
{
if ( updateType == DATA_UPDATE_CREATED )
{
// Update overlay's bind proxy
engine->SetOverlayBindProxy( m_iOverlayID, GetClientRenderable() );
}
}