summaryrefslogtreecommitdiff
path: root/game/client/particles_ez.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/particles_ez.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
archived-source-engine-2018-hl2-src-master.zip
Diffstat (limited to 'game/client/particles_ez.h')
-rw-r--r--game/client/particles_ez.h31
1 files changed, 31 insertions, 0 deletions
diff --git a/game/client/particles_ez.h b/game/client/particles_ez.h
new file mode 100644
index 0000000..cb82198
--- /dev/null
+++ b/game/client/particles_ez.h
@@ -0,0 +1,31 @@
+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef PARTICLES_EZ_H
+#define PARTICLES_EZ_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "particles_simple.h"
+#include "particle_litsmokeemitter.h"
+
+
+// Use these to fire and forget particles.
+// pParticle should be ON THE STACK - ie: don't allocate it from a CSimpleEmitter or from the particle manager.
+// Just make one on the stack, fill in its parameters, and pass it in here.
+void AddSimpleParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
+void AddEmberParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
+void AddFireSmokeParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
+void AddFireParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
+
+
+// Called by the renderer to draw all the particles.
+void DrawParticleSingletons( bool bInSkybox );
+
+
+#endif // PARTICLES_EZ_H