void CTeamColorProxy::OnBind( void *pRenderable ) { if( !pRenderable || !m_pColorTextureVar ) return; IClientRenderable *pRend = ( IClientRenderable* )pRenderable; C_BaseEntity *pEnt = pRend->GetIClientUnknown()->GetBaseEntity(); if ( !pEnt ) return; Vector &teamcolor = pEnt->GetTeamColor(); m_pColorTextureVar->SetVecValue(teamcolor[0], teamcolor[1], teamcolor[2], 1); }