//========= Copyright © 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 );