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/imaterialproxy.h"
#include "materialsystem/imaterial.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CDummyMaterialProxy : public IMaterialProxy
{
public:
CDummyMaterialProxy();
virtual ~CDummyMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pC_BaseEntity );
virtual void Release( void ) { delete this; }
virtual IMaterial *GetMaterial() { return NULL; }
};
CDummyMaterialProxy::CDummyMaterialProxy()
{
DevMsg( 1, "CDummyMaterialProxy::CDummyMaterialProxy()\n" );
}
CDummyMaterialProxy::~CDummyMaterialProxy()
{
DevMsg( 1, "CDummyMaterialProxy::~CDummyMaterialProxy()\n" );
}
bool CDummyMaterialProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
DevMsg( 1, "CDummyMaterialProxy::Init( material = \"%s\" )\n", pMaterial->GetName() );
return true;
}
void CDummyMaterialProxy::OnBind( void *pC_BaseEntity )
{
DevMsg( 1, "CDummyMaterialProxy::OnBind( %p )\n", pC_BaseEntity );
}
EXPOSE_INTERFACE( CDummyMaterialProxy, IMaterialProxy, "Dummy" IMATERIAL_PROXY_INTERFACE_VERSION );