Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "baseanimatedtextureproxy.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CAnimatedEntityTextureProxy : public CBaseAnimatedTextureProxy
{
public:
CAnimatedEntityTextureProxy() {}
virtual ~CAnimatedEntityTextureProxy() {}
virtual float GetAnimationStartTime( void* pBaseEntity );
virtual void AnimationWrapped( void* pC_BaseEntity );
};
EXPOSE_INTERFACE( CAnimatedEntityTextureProxy, IMaterialProxy, "AnimatedEntityTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
float CAnimatedEntityTextureProxy::GetAnimationStartTime( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return 0.0f;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
return pEntity->GetTextureAnimationStartTime();
}
return 0.0f;
}
void CAnimatedEntityTextureProxy::AnimationWrapped( void* pArg )
{
IClientRenderable *pRend = (IClientRenderable *)pArg;
if (!pRend)
return;
C_BaseEntity* pEntity = pRend->GetIClientUnknown()->GetBaseEntity();
if (pEntity)
{
pEntity->TextureAnimationWrapped();
}
}