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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_ENTITY_BURN_EFFECT_H
#define C_ENTITY_BURN_EFFECT_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "particle_util.h"
#include "particles_simple.h"
class C_EntityBurnEffect : public C_BaseEntity
{
public:
DECLARE_CLASS( C_EntityBurnEffect, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_EntityBurnEffect();
// Overrides.
public:
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
private:
int m_hBurningEntity; // todo: this should be an ehandle but base networkables aren't setup for ehandles yet.
TimedEvent m_Timer;
CSmartPtr<CSimpleEmitter> m_pEmitter;
PMaterialHandle m_hFireMaterial;
};
#endif // C_ENTITY_BURN_EFFECT_H
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