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43 lines
1.3 KiB
43 lines
1.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================
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#ifndef C_PLAYERATTACHEDMODEL_H
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#define C_PLAYERATTACHEDMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define PAM_PERMANENT -1
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// Flags
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#define PAM_SPIN_Z (1<<0)
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#define PAM_ROTATE_RANDOMLY (1<<1)
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#define PAM_SCALEUP (1<<2)
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#define PAM_ANIMATE_RANDOMLY (1<<3)
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//-----------------------------------------------------------------------------
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// Purpose: A clientside, visual only model that's attached to players
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//-----------------------------------------------------------------------------
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class C_PlayerAttachedModel : public C_BaseAnimating
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{
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DECLARE_CLASS( C_PlayerAttachedModel, C_BaseAnimating );
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public:
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static C_PlayerAttachedModel *Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime = 0.2, int iFlags = 0 );
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bool Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags );
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void SetLifetime( float flLifetime );
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void ClientThink( void );
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void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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private:
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float m_flExpiresAt;
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int m_iFlags;
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float m_flRotateAt;
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float m_flAnimateAt;
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float m_flScale;
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};
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#endif // C_PLAYERATTACHEDMODEL_H
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