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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#include "cbase.h"
#include "c_obj_armor_upgrade.h"
IMPLEMENT_CLIENTCLASS_DT(C_ArmorUpgrade, DT_ArmorUpgrade, CArmorUpgrade)
END_RECV_TABLE()
C_ArmorUpgrade::C_ArmorUpgrade()
{
}
int C_ArmorUpgrade::DrawModel( int flags )
{
C_BaseEntity *pParent = GetMoveParent();
if ( pParent )
{
C_BaseAnimating *pAnimating = dynamic_cast< C_BaseAnimating* >( pParent );
if ( pAnimating )
{
SetModelPointer( pParent->GetModel() );
SetSequence( pAnimating->GetSequence() );
m_nSkin = pAnimating->m_nSkin;
m_nBody = pAnimating->m_nBody;
SetLocalOrigin( Vector( 0, 0, 50 ) );
SetLocalAngles( QAngle( 0, 0, 0 ) );
InvalidateBoneCache();
}
}
return BaseClass::DrawModel( 0 );
}
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