hl2_src-leak-2017/src/game/client/tf/c_playerrelativemodel.h

65 lines
2.2 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================
#ifndef C_PLAYERRELATIVEMODEL_H
#define C_PLAYERRELATIVEMODEL_H
#ifdef _WIN32
#pragma once
#endif
#include "c_tf_player.h"
#define PRM_PERMANENT -1
//
// Flags
#define PRM_SPIN_Z (1<<0)
//-----------------------------------------------------------------------------
// Purpose: A clientside, visual only model that's positioned relative to players
//-----------------------------------------------------------------------------
class C_PlayerRelativeModel : public C_BaseAnimating
{
DECLARE_CLASS( C_PlayerRelativeModel, C_BaseAnimating );
public:
static C_PlayerRelativeModel *Create( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
bool Initialize( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
void SetLifetime( float flLifetime );
void ClientThink( void );
protected:
float m_flExpiresAt;
int m_iFlags;
private:
float m_flRotateAt;
float m_flAnimateAt;
float m_flScale;
Vector m_vecOffsetPos;
QAngle m_angleOffset;
QAngle m_qOffsetRotation;
float m_flAnimSpeed;
};
//-----------------------------------------------------------------------------
// Purpose: A clientside, visual only model that's positioned relative to players
//-----------------------------------------------------------------------------
class C_MerasmusBombEffect : public C_PlayerRelativeModel
{
DECLARE_CLASS( C_MerasmusBombEffect, C_PlayerRelativeModel );
public:
static C_MerasmusBombEffect *Create( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
bool Initialize( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
void ClientThink( void );
private:
CNewParticleEffect *m_pBombonomiconBeam;
CNewParticleEffect *m_pBombonomiconEffect;
};
#endif // C_PLAYERRELATIVEMODEL_H