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. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_TF_PASSTIME_BALL_H
#define C_TF_PASSTIME_BALL_H
#ifdef _WIN32
#pragma once
#endif
#include "predictable_entity.h"
#include "util_shared.h"
#include "c_baseanimating.h"
#include "../shared/SpriteTrail.h"
class C_TFPlayer;
//-----------------------------------------------------------------------------
class C_PasstimeBall : public C_BaseAnimating
{
public:
DECLARE_CLASS( C_PasstimeBall, C_BaseAnimating );
DECLARE_NETWORKCLASS();
C_PasstimeBall();
virtual ~C_PasstimeBall();
virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
virtual int DrawModel( int flags ) OVERRIDE;
virtual unsigned int PhysicsSolidMaskForEntity() const OVERRIDE;
virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const OVERRIDE;
virtual void AddDecal( const Vector& rayStart, const Vector& rayEnd,
const Vector& decalCenter, int hitbox, int decalIndex, bool doTrace,
trace_t& tr, int maxLODToDecal ) OVERRIDE { }// no decals ever
int GetCollisionCount() const { return m_iCollisionCount; }
C_TFPlayer *GetHomingTarget() const { return m_hHomingTarget; }
C_TFPlayer *GetCarrier();
C_TFPlayer *GetPrevCarrier();
private:
bool m_bWasVisible;
float m_fDrawTime;
CNetworkVar( int, m_iCollisionCount );
CNetworkHandle( C_TFPlayer, m_hHomingTarget );
CNetworkHandle( C_TFPlayer, m_hCarrier );
CNetworkHandle( C_TFPlayer, m_hPrevCarrier );
};
#endif // C_TF_PASSTIME_BALL_H