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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_playerrelativemodel.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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Diffstat (limited to 'game/client/tf/c_playerrelativemodel.h')
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diff --git a/game/client/tf/c_playerrelativemodel.h b/game/client/tf/c_playerrelativemodel.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef C_PLAYERRELATIVEMODEL_H
+#define C_PLAYERRELATIVEMODEL_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "c_tf_player.h"
+
+#define PRM_PERMANENT -1
+
+//
+// Flags
+#define PRM_SPIN_Z (1<<0)
+
+//-----------------------------------------------------------------------------
+// Purpose: A clientside, visual only model that's positioned relative to players
+//-----------------------------------------------------------------------------
+class C_PlayerRelativeModel : public C_BaseAnimating
+{
+ DECLARE_CLASS( C_PlayerRelativeModel, C_BaseAnimating );
+public:
+ static C_PlayerRelativeModel *Create( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
+
+ bool Initialize( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
+ void SetLifetime( float flLifetime );
+ void ClientThink( void );
+
+protected:
+ float m_flExpiresAt;
+ int m_iFlags;
+private:
+ float m_flRotateAt;
+ float m_flAnimateAt;
+ float m_flScale;
+
+ Vector m_vecOffsetPos;
+ QAngle m_angleOffset;
+
+ QAngle m_qOffsetRotation;
+ float m_flAnimSpeed;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: A clientside, visual only model that's positioned relative to players
+//-----------------------------------------------------------------------------
+class C_MerasmusBombEffect : public C_PlayerRelativeModel
+{
+ DECLARE_CLASS( C_MerasmusBombEffect, C_PlayerRelativeModel );
+public:
+ static C_MerasmusBombEffect *Create( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
+
+ bool Initialize( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
+ void ClientThink( void );
+private:
+ CNewParticleEffect *m_pBombonomiconBeam;
+ CNewParticleEffect *m_pBombonomiconEffect;
+};
+#endif // C_PLAYERRELATIVEMODEL_H