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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Client's Meteor
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_EFFECT_SHOOTINGSTAR_H
#define C_EFFECT_SHOOTINGSTAR_H
#pragma once
#include "c_baseanimating.h"
#include "particles_simple.h"
class C_ShootingStar;
//=============================================================================
//
// Client-side shooting star spawner.
//
class C_ShootingStarSpawner : public C_BaseEntity
{
DECLARE_CLASS( C_ShootingStarSpawner, C_BaseEntity );
public:
DECLARE_CLIENTCLASS();
C_ShootingStarSpawner();
void ClientThink( void );
void SpawnShootingStars( void );
public:
float m_flSpawnInterval; // How often do I spawn meteors?
};
//=============================================================================
//
// Shooting Star Effect
//
class C_ShootingStar : public C_BaseAnimating, CSimpleEmitter
{
DECLARE_CLASS( C_ShootingStar, C_BaseAnimating );
public:
C_ShootingStar( );
~C_ShootingStar( void );
void Init( const Vector vecOrigin, const Vector vecVelocity, int nSize, float flLifeTime );
void Destroy( void );
void Update( float timeDelta );
public:
float m_flScale;
private:
void SetSortOrigin( const Vector &vSortOrigin );
private:
C_ShootingStar( const C_ShootingStar & );
CUtlVector<SimpleParticle*> m_aParticles;
};
#endif // C_EFFECT_SHOOTINGSTAR_H
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