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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /game/client/dod/c_grenadetrail.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'game/client/dod/c_grenadetrail.h')
| -rw-r--r-- | game/client/dod/c_grenadetrail.h | 100 |
1 files changed, 100 insertions, 0 deletions
diff --git a/game/client/dod/c_grenadetrail.h b/game/client/dod/c_grenadetrail.h new file mode 100644 index 0000000..f0b37da --- /dev/null +++ b/game/client/dod/c_grenadetrail.h @@ -0,0 +1,100 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $NoKeywords: $ +// +//=============================================================================// +// This defines the client-side SmokeTrail entity. It can also be used without +// an entity, in which case you must pass calls to it and set its position each frame. + +#ifndef PARTICLE_SMOKETRAIL_H +#define PARTICLE_SMOKETRAIL_H + +#include "particlemgr.h" +#include "particle_prototype.h" +#include "particle_util.h" +#include "particles_simple.h" +#include "c_baseentity.h" +#include "baseparticleentity.h" + +#include "fx_trail.h" + +// +// Smoke Trail +// + +class C_GrenadeTrail : public C_BaseParticleEntity, public IPrototypeAppEffect +{ +public: + DECLARE_CLASS( C_GrenadeTrail, C_BaseParticleEntity ); + DECLARE_CLIENTCLASS(); + + C_GrenadeTrail(); + virtual ~C_GrenadeTrail(); + +public: + + //For attachments + void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles ); + + // Enable/disable emission. + void SetEmit(bool bEmit); + + // Change the spawn rate. + void SetSpawnRate(float rate); + +// C_BaseEntity. +public: + virtual void OnDataChanged(DataUpdateType_t updateType); + +// IPrototypeAppEffect. +public: + virtual void Start(CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs); + +// IParticleEffect. +public: + virtual void Update(float fTimeDelta); + virtual void RenderParticles( CParticleRenderIterator *pIterator ); + virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); + + +public: + // Effect parameters. These will assume default values but you can change them. + float m_SpawnRate; // How many particles per second. + + Vector m_StartColor; // Fade between these colors. + Vector m_EndColor; + float m_Opacity; + + float m_ParticleLifetime; // How long do the particles live? + float m_StopEmitTime; // When do I stop emitting particles? (-1 = never) + + float m_MinSpeed; // Speed range. + float m_MaxSpeed; + + float m_MinDirectedSpeed; // Directed speed range. + float m_MaxDirectedSpeed; + + float m_StartSize; // Size ramp. + float m_EndSize; + + float m_SpawnRadius; + + Vector m_VelocityOffset; // Emit the particles in a certain direction. + + bool m_bEmit; // Keep emitting particles? + + int m_nAttachment; + +private: + PMaterialHandle m_MaterialHandle[2]; + TimedEvent m_ParticleSpawn; + + CParticleMgr *m_pParticleMgr; + CSmartPtr<CSimpleEmitter> m_pSmokeEmitter; + + C_GrenadeTrail( const C_GrenadeTrail & ); +}; + +#endif //PARTICLE_SMOKETRAIL_H
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