Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
//=============================================================================
#include "cbase.h"
#include "proxyentity.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialvar.h"
#include "c_team.h"
#include "tf_shareddefs.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//=============================================================================
//
// Team Material Proxy
//
// Handles changing team color (skins).
//
class CTeamMaterialProxy : public CEntityMaterialProxy
{
public:
CTeamMaterialProxy();
virtual ~CTeamMaterialProxy();
virtual bool Init( IMaterial *pMaterial, KeyValues* pKeyValues );
virtual void OnBind( C_BaseEntity *pEnt );
virtual IMaterial *GetMaterial();
private:
IMaterialVar* m_FrameVar;
};
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTeamMaterialProxy::CTeamMaterialProxy()
{
m_FrameVar = 0;
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTeamMaterialProxy::~CTeamMaterialProxy()
{
}
//-----------------------------------------------------------------------------
// Purpose: Initialization.
//-----------------------------------------------------------------------------
bool CTeamMaterialProxy::Init( IMaterial *pMaterial, KeyValues* pKeyValues )
{
bool foundVar;
m_FrameVar = pMaterial->FindVar( "$frame", &foundVar, false );
if( !foundVar )
{
m_FrameVar = 0;
}
return true;
}
//-----------------------------------------------------------------------------
// Purpose: Set the appropriate texture (in the animated texture).
//-----------------------------------------------------------------------------
void CTeamMaterialProxy::OnBind( C_BaseEntity *pEnt )
{
if( !m_FrameVar )
return;
int team = pEnt->GetRenderTeamNumber();
team -= 2;
// Use that as an animated frame number
m_FrameVar->SetIntValue( team );
}
IMaterial *CTeamMaterialProxy::GetMaterial()
{
if ( !m_FrameVar )
return NULL;
return m_FrameVar->GetOwningMaterial();
}
EXPOSE_INTERFACE( CTeamMaterialProxy, IMaterialProxy, "TeamTexture" IMATERIAL_PROXY_INTERFACE_VERSION );