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55 lines
1.6 KiB
55 lines
1.6 KiB
//========= Copyright © 1996-2002, Valve LLC, All rights reserved. ============ |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//============================================================================= |
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#if !defined( GAMESTUDIOMODELRENDERER_H ) |
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#define GAMESTUDIOMODELRENDERER_H |
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#if defined( _WIN32 ) |
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#pragma once |
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#endif |
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/* |
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==================== |
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CGameStudioModelRenderer |
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==================== |
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*/ |
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class CGameStudioModelRenderer : public CStudioModelRenderer |
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{ |
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public: |
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CGameStudioModelRenderer( void ); |
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// Set up model bone positions |
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virtual void StudioSetupBones ( void ); |
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// Estimate gait frame for player |
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virtual void StudioEstimateGait ( entity_state_t *pplayer ); |
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// Process movement of player |
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virtual void StudioProcessGait ( entity_state_t *pplayer ); |
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// Player drawing code |
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virtual int StudioDrawPlayer( int flags, entity_state_t *pplayer ); |
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virtual int _StudioDrawPlayer( int flags, entity_state_t *pplayer ); |
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// Apply special effects to transform matrix |
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virtual void StudioFxTransform( cl_entity_t *ent, float transform[3][4] ); |
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private: |
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// For local player, in third person, we need to store real render data and then |
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// setup for with fake/client side animation data |
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void SavePlayerState( entity_state_t *pplayer ); |
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// Called to set up local player's animation values |
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void SetupClientAnimation( entity_state_t *pplayer ); |
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// Called to restore original player state information |
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void RestorePlayerState( entity_state_t *pplayer ); |
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private: |
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// Private data |
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bool m_bLocal; |
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}; |
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#endif // GAMESTUDIOMODELRENDERER_H
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