//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: Play VCD on taunt prop // // $NoKeywords: $ //=============================================================================// #include "cbase.h" #include "c_basecombatcharacter.h" #include "choreoevent.h" #include "c_sceneentity.h" #include "c_tf_taunt_prop.h" // memdbgon must be the last include file in a .cpp file!!! #include "tier0/memdbgon.h" IMPLEMENT_CLIENTCLASS_DT( C_TFTauntProp, DT_TFTauntProp, CTFTauntProp ) END_RECV_TABLE() //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_TFTauntProp::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget ) { switch ( event->GetType() ) { case CChoreoEvent::SEQUENCE: case CChoreoEvent::GESTURE: { // Get the (gesture) sequence. info->m_nSequence = LookupSequence( event->GetParameters() ); if ( info->m_nSequence < 0 ) return false; SetSequence( info->m_nSequence ); SetPlaybackRate( 1.0f ); SetCycle( scene->GetTime() / scene->GetDuration() ); } return true; default: return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget ); } } //----------------------------------------------------------------------------- // Purpose: //----------------------------------------------------------------------------- bool C_TFTauntProp::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled ) { switch ( info->m_pEvent->GetType() ) { case CChoreoEvent::SEQUENCE: case CChoreoEvent::GESTURE: //return StopGestureSceneEvent( info, fastKill, canceled ); default: return BaseClass::ClearSceneEvent( info, fastKill, canceled ); } }