sqwarmed/sdk_src/game/client/IsNPCProxy.cpp

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2007, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include "cbase.h"
#include "FunctionProxy.h"
#include "imaterialproxydict.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
//-----------------------------------------------------------------------------
// Returns the player health (from 0 to 1)
//-----------------------------------------------------------------------------
class CProxyIsNPC : public CResultProxy
{
public:
bool Init( IMaterial *pMaterial, KeyValues *pKeyValues );
void OnBind( void *pC_BaseEntity );
private:
CFloatInput m_Factor;
};
bool CProxyIsNPC::Init( IMaterial *pMaterial, KeyValues *pKeyValues )
{
if (!CResultProxy::Init( pMaterial, pKeyValues ))
return false;
if (!m_Factor.Init( pMaterial, pKeyValues, "scale", 1 ))
return false;
return true;
}
void CProxyIsNPC::OnBind( void *pC_BaseEntity )
{
if ( !pC_BaseEntity )
return;
C_BaseEntity *pEntity = BindArgToEntity( pC_BaseEntity );
if ( pEntity && pEntity->IsNPC() )
{
SetFloatResult( m_Factor.GetFloat() );
}
else
{
SetFloatResult( 0.0f );
}
}
EXPOSE_MATERIAL_PROXY( CProxyIsNPC, IsNPC );