class CSpriteModel : public IRender //, public ISelect
{
public:
-CSpriteModel();
-~CSpriteModel();
+ CSpriteModel();
-void IncRef() { refCount++; }
-void DecRef() {
- if ( --refCount == 0 ) {
- delete this;
- }
-}
+ ~CSpriteModel();
+
+ void IncRef()
+ { refCount++; }
+
+ void DecRef()
+ {
+ if (--refCount == 0) {
+ delete this;
+ }
+ }
//IRender
-void Draw( int state, int rflags ) const;
-const aabb_t *GetAABB() const { return &m_BBox; }
+ void Draw(int state, int rflags) const;
+
+ const aabb_t *GetAABB() const
+ { return &m_BBox; }
//ISelect
//bool TestRay (const ray_t *ray, vec_t *dist) const;
-void Construct( IShader *pShader );
+ void Construct(IShader *pShader);
protected:
-IShader *m_pShader;
+ IShader *m_pShader;
private:
-int refCount;
-aabb_t m_BBox;
+ int refCount;
+ aabb_t m_BBox;
};
-void LoadSpriteModel( entity_interfaces_t *interfaces, const char *name );
+void LoadSpriteModel(entity_interfaces_t *interfaces, const char *name);