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Diffstat (limited to 'game/client/tf2/env_objecteffects.h')
| -rw-r--r-- | game/client/tf2/env_objecteffects.h | 73 |
1 files changed, 73 insertions, 0 deletions
diff --git a/game/client/tf2/env_objecteffects.h b/game/client/tf2/env_objecteffects.h new file mode 100644 index 0000000..9457145 --- /dev/null +++ b/game/client/tf2/env_objecteffects.h @@ -0,0 +1,73 @@ +//========= 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 |