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58 lines
1.6 KiB
58 lines
1.6 KiB
5 years ago
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//========= Copyright Valve Corporation, 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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#include "cbase.h"
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#include "materialsystem/imesh.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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// -------------------------------------------------------------------------------- //
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// An entity used to access overlays (and change their texture)
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// -------------------------------------------------------------------------------- //
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class C_InfoOverlayAccessor : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_InfoOverlayAccessor, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_InfoOverlayAccessor();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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private:
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int m_iOverlayID;
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};
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// Expose it to the engine.
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IMPLEMENT_CLIENTCLASS(C_InfoOverlayAccessor, DT_InfoOverlayAccessor, CInfoOverlayAccessor);
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BEGIN_RECV_TABLE_NOBASE(C_InfoOverlayAccessor, DT_InfoOverlayAccessor)
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RecvPropInt(RECVINFO(m_iTextureFrameIndex)),
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RecvPropInt(RECVINFO(m_iOverlayID)),
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END_RECV_TABLE()
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// -------------------------------------------------------------------------------- //
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// Functions.
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// -------------------------------------------------------------------------------- //
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C_InfoOverlayAccessor::C_InfoOverlayAccessor()
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{
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}
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void C_InfoOverlayAccessor::OnDataChanged( DataUpdateType_t updateType )
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{
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if ( updateType == DATA_UPDATE_CREATED )
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{
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// Update overlay's bind proxy
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engine->SetOverlayBindProxy( m_iOverlayID, GetClientRenderable() );
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}
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}
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