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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/tf/c_playerattachedmodel.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef C_PLAYERATTACHEDMODEL_H
+#define C_PLAYERATTACHEDMODEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#define PAM_PERMANENT -1
+
+// Flags
+#define PAM_SPIN_Z (1<<0)
+#define PAM_ROTATE_RANDOMLY (1<<1)
+#define PAM_SCALEUP (1<<2)
+#define PAM_ANIMATE_RANDOMLY (1<<3)
+
+//-----------------------------------------------------------------------------
+// Purpose: A clientside, visual only model that's attached to players
+//-----------------------------------------------------------------------------
+class C_PlayerAttachedModel : public C_BaseAnimating
+{
+ DECLARE_CLASS( C_PlayerAttachedModel, C_BaseAnimating );
+public:
+ static C_PlayerAttachedModel *Create( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime = 0.2, int iFlags = 0 );
+
+ bool Initialize( const char *pszModelName, C_BaseEntity *pParent, int iAttachment, Vector vecOffset, float flLifetime, int iFlags );
+ void SetLifetime( float flLifetime );
+ void ClientThink( void );
+ void ApplyBoneMatrixTransform( matrix3x4_t& transform );
+
+private:
+ float m_flExpiresAt;
+ int m_iFlags;
+ float m_flRotateAt;
+ float m_flAnimateAt;
+ float m_flScale;
+};
+
+#endif // C_PLAYERATTACHEDMODEL_H