hl2_src-leak-2017/src/game/client/tf2/proxy_objpower.cpp

57 lines
1.7 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Proxy to hook into an object's powered state
//
//=============================================================================//
#include "cbase.h"
#include "materialsystem/imaterial.h"
#include "materialsystem/imaterialsystem.h"
#include <KeyValues.h>
#include "materialsystem/imaterialvar.h"
#include "C_BaseTFPlayer.h"
#include "functionproxy.h"
#include "c_baseobject.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
class CTFObjectPowerProxy : public CResultProxy
{
public:
virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
virtual void OnBind( void *pEnt );
};
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
bool CTFObjectPowerProxy::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if ( !CResultProxy::Init( pMaterial, pKeyValues ) )
return false;
return true;
}
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
void CTFObjectPowerProxy::OnBind( void *pArg )
{
C_BaseEntity *pEntity = BindArgToEntity( pArg );
if (!pEntity)
return;
C_BaseObject *pObject = dynamic_cast<C_BaseObject*>( pEntity );
Assert( pObject );
float flPoweredState = (float)(!pObject->IsBuilding() && !pObject->IsPlacing() && pObject->IsPowered());
Assert( m_pResult );
SetFloatResult( flPoweredState );
}
EXPOSE_INTERFACE( CTFObjectPowerProxy, IMaterialProxy, "TFObjectPower" IMATERIAL_PROXY_INTERFACE_VERSION );