diff options
| author | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
|---|---|---|
| committer | Joe Ludwig <[email protected]> | 2013-06-26 15:22:04 -0700 |
| commit | 39ed87570bdb2f86969d4be821c94b722dc71179 (patch) | |
| tree | abc53757f75f40c80278e87650ea92808274aa59 /mp/src/game/shared/particle_property_inlines.h | |
| download | source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.tar.xz source-sdk-2013-39ed87570bdb2f86969d4be821c94b722dc71179.zip | |
First version of the SOurce SDK 2013
Diffstat (limited to 'mp/src/game/shared/particle_property_inlines.h')
| -rw-r--r-- | mp/src/game/shared/particle_property_inlines.h | 38 |
1 files changed, 38 insertions, 0 deletions
diff --git a/mp/src/game/shared/particle_property_inlines.h b/mp/src/game/shared/particle_property_inlines.h new file mode 100644 index 00000000..b178aaf9 --- /dev/null +++ b/mp/src/game/shared/particle_property_inlines.h @@ -0,0 +1,38 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: Define inline functions for the CParticleProperty class. The
+// definitions exist in this include file to avoid cluttering up
+// particle_property.h, but this file should not be included from any-
+// where else.
+//
+//=============================================================================
+
+#ifndef PARTICLEPROPERTY_H
+#pragma message("Do not include particle_property_inlines.h from anywhere other than particle_property.h!")
+#pragma error
+#endif
+
+#ifndef PARTICLEPROPERTY_INLINES_H
+#define PARTICLEPROPERTY_INLINES_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+/// Set the parent of a given control point on a given effect to the index of another control point. This is
+/// in fact entirely redundant given the function is actually on the CNewParticleEffect, but is included here
+/// for uniformity of interface.
+void CParticleProperty::SetControlPointParent( CNewParticleEffect *pEffect, int whichControlPoint, int parentIdx )
+{
+ pEffect->SetControlPointParent(whichControlPoint, parentIdx);
+}
+
+/// Given an index, return a pointer to the relevant particle effect structure. For convenience.
+CNewParticleEffect *CParticleProperty::GetParticleEffectFromIdx( int idx )
+{
+ return m_ParticleEffects[idx].pParticleEffect.GetObject();
+}
+
+
+
+#endif // #ifndef PARTICLEPROPERTY_INLINES_H
|