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authorFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
committerFluorescentCIAAfricanAmerican <[email protected]>2020-04-22 12:56:21 -0400
commit3bf9df6b2785fa6d951086978a3e66f49427166a (patch)
tree2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/c_entitydissolve.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//=============================================================================//
+
+#ifndef C_ENTITY_DISSOLVE_H
+#define C_ENTITY_DISSOLVE_H
+
+#include "cbase.h"
+
+//-----------------------------------------------------------------------------
+// Entity Dissolve, client-side implementation
+//-----------------------------------------------------------------------------
+class C_EntityDissolve : public C_BaseEntity, public IMotionEvent
+{
+public:
+ DECLARE_CLIENTCLASS();
+ DECLARE_CLASS( C_EntityDissolve, C_BaseEntity );
+
+ C_EntityDissolve( void );
+
+ // Inherited from C_BaseEntity
+ virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
+ virtual int DrawModel( int flags );
+ virtual bool ShouldDraw() { return true; }
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+ virtual void UpdateOnRemove( void );
+
+ virtual Vector GetEffectColor( void ) { return m_vEffectColor; }
+ virtual void SetEffectColor( Vector v ) { m_vEffectColor = v; }
+
+ // Inherited from IMotionEvent
+ virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
+
+ void SetupEmitter( void );
+
+ void ClientThink( void );
+
+ void SetServerLinkState( bool state ) { m_bLinkedToServerEnt = state; }
+
+ float m_flStartTime;
+ float m_flFadeOutStart;
+ float m_flFadeOutLength;
+ float m_flFadeOutModelStart;
+ float m_flFadeOutModelLength;
+ float m_flFadeInStart;
+ float m_flFadeInLength;
+ int m_nDissolveType;
+ float m_flNextSparkTime;
+
+ Vector m_vEffectColor;
+
+ Vector m_vDissolverOrigin;
+ int m_nMagnitude;
+
+ bool m_bCoreExplode;
+
+protected:
+
+ float GetFadeInPercentage( void ); // Fade in amount (entity fading to black)
+ float GetFadeOutPercentage( void ); // Fade out amount (particles fading away)
+ float GetModelFadeOutPercentage( void );// Mode fade out amount
+
+ // Compute the bounding box's center, size, and basis
+ void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
+ Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec );
+ void BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset );
+
+ void DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] );
+
+private:
+
+ CSmartPtr<CSimpleEmitter> m_pEmitter;
+
+ bool m_bLinkedToServerEnt;
+ IPhysicsMotionController *m_pController;
+};
+
+#endif // C_ENTITY_DISSOLVE_H
+