//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "cbase.h" #include "c_obj_armor_upgrade.h" IMPLEMENT_CLIENTCLASS_DT(C_ArmorUpgrade, DT_ArmorUpgrade, CArmorUpgrade) END_RECV_TABLE() C_ArmorUpgrade::C_ArmorUpgrade() { } int C_ArmorUpgrade::DrawModel( int flags ) { C_BaseEntity *pParent = GetMoveParent(); if ( pParent ) { C_BaseAnimating *pAnimating = dynamic_cast< C_BaseAnimating* >( pParent ); if ( pAnimating ) { SetModelPointer( pParent->GetModel() ); SetSequence( pAnimating->GetSequence() ); m_nSkin = pAnimating->m_nSkin; m_nBody = pAnimating->m_nBody; SetLocalOrigin( Vector( 0, 0, 50 ) ); SetLocalAngles( QAngle( 0, 0, 0 ) ); InvalidateBoneCache(); } } return BaseClass::DrawModel( 0 ); }