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game/client/AnimateSpecificTextureProxy.cpp
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53
game/client/AnimateSpecificTextureProxy.cpp
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Acts exactly like "AnimatedTexture", but ONLY if the texture
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// it's working on matches the desired texture to work on.
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//
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// This assumes that some other proxy will be switching out the textures.
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "materialsystem/imaterialproxy.h"
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#include "materialsystem/imaterialvar.h"
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#include "materialsystem/imaterial.h"
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#include "materialsystem/itexture.h"
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#include "baseanimatedtextureproxy.h"
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#include "utlstring.h"
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#include <KeyValues.h>
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CAnimateSpecificTexture : public CBaseAnimatedTextureProxy
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{
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private:
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CUtlString m_OnlyAnimateOnTexture;
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public:
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virtual float GetAnimationStartTime( void* pBaseEntity ) { return 0; }
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virtual bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
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virtual void OnBind( void *pC_BaseEntity );
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virtual void Release( void ) { delete this; }
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};
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bool CAnimateSpecificTexture::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
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{
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char const* pszAnimateOnTexture = pKeyValues->GetString( "onlyAnimateOnTexture" );
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if( !pszAnimateOnTexture )
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return false;
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m_OnlyAnimateOnTexture.Set( pszAnimateOnTexture );
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return CBaseAnimatedTextureProxy::Init( pMaterial, pKeyValues );
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}
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void CAnimateSpecificTexture::OnBind( void *pC_BaseEntity )
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{
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if( FStrEq( m_AnimatedTextureVar->GetTextureValue()->GetName(), m_OnlyAnimateOnTexture ) )
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{
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CBaseAnimatedTextureProxy::OnBind( pC_BaseEntity );
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}
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//else do nothing
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}
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EXPOSE_INTERFACE( CAnimateSpecificTexture, IMaterialProxy, "AnimateSpecificTexture" IMATERIAL_PROXY_INTERFACE_VERSION );
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