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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
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