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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/tf2/env_objecteffects.h
downloadarchived-source-engine-2018-hl2-src-master.tar.xz
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diff --git a/game/client/tf2/env_objecteffects.h b/game/client/tf2/env_objecteffects.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef ENV_OBJECTEFFECTS_H
+#define ENV_OBJECTEFFECTS_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+//-----------------------------------------------------------------------------
+// Purpose: Object smoke particles. They float upward.
+//-----------------------------------------------------------------------------
+class ObjectSmokeParticle : public SimpleParticle
+{
+public:
+ Vector m_vecAcceleration;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Object smoke particle emitter.
+//-----------------------------------------------------------------------------
+class CObjectSmokeParticles : public CSimpleEmitter
+{
+public:
+
+ CObjectSmokeParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
+ static CSmartPtr<CObjectSmokeParticles> Create( const char *pDebugName ) {return new CObjectSmokeParticles( pDebugName );}
+
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+
+ //Setup for point emission
+ virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
+
+ CParticleCollision m_ParticleCollision;
+
+private:
+ CObjectSmokeParticles( const CObjectSmokeParticles & ); // not defined, not accessible
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Object fire particles. They know how to attach themselves to heirarchy.
+//-----------------------------------------------------------------------------
+class ObjectFireParticle : public SimpleParticle
+{
+public:
+ EHANDLE m_hParent;
+ int m_iAttachmentPoint;
+};
+
+//-----------------------------------------------------------------------------
+// Purpose: Object smoke particle emitter.
+//-----------------------------------------------------------------------------
+class CObjectFireParticles : public CSimpleEmitter
+{
+public:
+ CObjectFireParticles( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
+ static CSmartPtr<CObjectFireParticles> Create( const char *pDebugName ) {return new CObjectFireParticles( pDebugName );}
+
+ virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
+ virtual void RenderParticles( CParticleRenderIterator *pIterator );
+
+ //Setup for point emission
+ virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
+
+private:
+ CObjectFireParticles( const CObjectFireParticles & ); // not defined, not accessible
+};
+
+#endif // ENV_OBJECTEFFECTS_H