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88 lines
2.4 KiB
88 lines
2.4 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//=============================================================================
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#include "cbase.h"
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#include "proxyentity.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/imaterialvar.h"
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#include "c_team.h"
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#include "tf_shareddefs.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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//
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// Team Material Proxy
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//
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// Handles changing team color (skins).
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//
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class CTeamMaterialProxy : public CEntityMaterialProxy
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{
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public:
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CTeamMaterialProxy();
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virtual ~CTeamMaterialProxy();
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virtual bool Init( IMaterial *pMaterial, KeyValues* pKeyValues );
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virtual void OnBind( C_BaseEntity *pEnt );
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virtual IMaterial *GetMaterial();
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private:
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IMaterialVar* m_FrameVar;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Constructor.
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//-----------------------------------------------------------------------------
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CTeamMaterialProxy::CTeamMaterialProxy()
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{
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m_FrameVar = 0;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Destructor.
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//-----------------------------------------------------------------------------
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CTeamMaterialProxy::~CTeamMaterialProxy()
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose: Initialization.
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//-----------------------------------------------------------------------------
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bool CTeamMaterialProxy::Init( IMaterial *pMaterial, KeyValues* pKeyValues )
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{
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bool foundVar;
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m_FrameVar = pMaterial->FindVar( "$frame", &foundVar, false );
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if( !foundVar )
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{
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m_FrameVar = 0;
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}
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return true;
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}
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//-----------------------------------------------------------------------------
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// Purpose: Set the appropriate texture (in the animated texture).
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//-----------------------------------------------------------------------------
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void CTeamMaterialProxy::OnBind( C_BaseEntity *pEnt )
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{
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if( !m_FrameVar )
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return;
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int team = pEnt->GetRenderTeamNumber();
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team -= 2;
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// Use that as an animated frame number
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m_FrameVar->SetIntValue( team );
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}
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IMaterial *CTeamMaterialProxy::GetMaterial()
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{
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if ( !m_FrameVar )
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return NULL;
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return m_FrameVar->GetOwningMaterial();
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}
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EXPOSE_INTERFACE( CTeamMaterialProxy, IMaterialProxy, "TeamTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
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