summaryrefslogtreecommitdiff
path: root/game/client/fx_envelope.h
diff options
context:
space:
mode:
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/fx_envelope.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/fx_envelope.h')
-rw-r--r--game/client/fx_envelope.h59
1 files changed, 59 insertions, 0 deletions
diff --git a/game/client/fx_envelope.h b/game/client/fx_envelope.h
new file mode 100644
index 0000000..3f1997f
--- /dev/null
+++ b/game/client/fx_envelope.h
@@ -0,0 +1,59 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef FX_ENVELOPE_H
+#define FX_ENVELOPE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "cbase.h"
+#include "fx.h"
+#include "view.h"
+#include "view_scene.h"
+#include "materialsystem/imaterialvar.h"
+
+class C_EnvelopeFX : public CDefaultClientRenderable
+{
+public:
+ typedef CDefaultClientRenderable BaseClass;
+
+ C_EnvelopeFX();
+ virtual ~C_EnvelopeFX();
+
+ virtual void Update( void );
+
+ // IClientRenderable
+ virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; }
+ virtual void SetRenderOrigin( const Vector &origin ) { m_worldPosition = origin; }
+ virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
+ virtual const matrix3x4_t & RenderableToWorldTransform();
+ virtual bool ShouldDraw( void ) { return true; }
+ virtual bool IsTransparent( void ) { return true; }
+ virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
+
+ void SetTime( float t ) { m_t = t; }
+ void LimitTime( float tmax ) { m_tMax = tmax; }
+ void SetActive( bool state = true ) { m_active = state; }
+ bool IsActive( void ) const { return m_active; }
+
+ virtual void EffectInit( int entityIndex, int attachment );
+ virtual void EffectShutdown( void );
+
+protected:
+
+ void RemoveRenderable();
+
+
+ int m_entityIndex;
+ int m_attachment;
+ bool m_active;
+ float m_t;
+ float m_tMax;
+ Vector m_worldPosition;
+};
+
+#endif // FX_ENVELOPE_H