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-rw-r--r--game/server/EntityParticleTrail.h52
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diff --git a/game/server/EntityParticleTrail.h b/game/server/EntityParticleTrail.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef ENTITYPARTICLETRAIL_H
+#define ENTITYPARTICLETRAIL_H
+
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "baseparticleentity.h"
+#include "entityparticletrail_shared.h"
+
+
+//-----------------------------------------------------------------------------
+// Spawns particles after the entity
+//-----------------------------------------------------------------------------
+class CEntityParticleTrail : public CBaseParticleEntity
+{
+ DECLARE_DATADESC();
+ DECLARE_CLASS( CEntityParticleTrail, CBaseParticleEntity );
+ DECLARE_SERVERCLASS();
+
+public:
+ static CEntityParticleTrail *Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraint );
+ static void Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info );
+
+ void Spawn();
+ virtual void UpdateOnRemove();
+
+ // Force our constraint entity to be trasmitted
+ virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
+
+ // Clean up when the entity goes away.
+ virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params );
+
+private:
+ void AttachToEntity( CBaseEntity *pTarget );
+ void IncrementRefCount();
+ void DecrementRefCount();
+
+ CNetworkVar( int, m_iMaterialName );
+ CNetworkVarEmbedded( EntityParticleTrailInfo_t, m_Info );
+ CNetworkHandle( CBaseEntity, m_hConstraintEntity );
+
+ int m_nRefCount;
+};
+
+#endif // ENTITYPARTICLETRAIL_H