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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_TF_BUFF_BANNER_H
#define C_TF_BUFF_BANNER_H
#ifdef _WIN32
#pragma once
#endif
#include "tf_weapon_buff_item.h"
#define CTFBuffBanner C_TFBuffBanner
class C_TFBuffItem;
//-----------------------------------------------------------------------------
// Purpose: These need some base class derived from base animating that handles stuff like clientthink.
//-----------------------------------------------------------------------------
class C_TFBuffBanner : public CBaseAnimating
{
DECLARE_CLASS( C_TFBuffBanner, CBaseAnimating );
public:
DECLARE_NETWORKCLASS();
C_TFBuffBanner();
~C_TFBuffBanner() {}
void SetBuffItem( C_TFBuffItem* newBuffItem ) { m_hBuffItem = newBuffItem; }
virtual void NotifyBoneAttached( C_BaseAnimating* attachTarget );
virtual void ClientThink( void );
void SetBuffType( int iBuffType ) { m_iBuffType = iBuffType; }
private:
float m_flDetachTime;
int m_iBuffType;
CHandle<C_TFBuffItem> m_hBuffItem;
};
#endif // C_TF_BUFF_BANNER_H
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