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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "c_obj_armor_upgrade.h"
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IMPLEMENT_CLIENTCLASS_DT(C_ArmorUpgrade, DT_ArmorUpgrade, CArmorUpgrade)
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END_RECV_TABLE()
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C_ArmorUpgrade::C_ArmorUpgrade()
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{
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}
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int C_ArmorUpgrade::DrawModel( int flags )
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{
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C_BaseEntity *pParent = GetMoveParent();
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if ( pParent )
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{
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C_BaseAnimating *pAnimating = dynamic_cast< C_BaseAnimating* >( pParent );
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if ( pAnimating )
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{
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SetModelPointer( pParent->GetModel() );
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SetSequence( pAnimating->GetSequence() );
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m_nSkin = pAnimating->m_nSkin;
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m_nBody = pAnimating->m_nBody;
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SetLocalOrigin( Vector( 0, 0, 50 ) );
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SetLocalAngles( QAngle( 0, 0, 0 ) );
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InvalidateBoneCache();
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}
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}
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return BaseClass::DrawModel( 0 );
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}
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