//========= 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 m_hBuffItem; }; #endif // C_TF_BUFF_BANNER_H