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-rw-r--r--mp/src/game/server/particle_smokegrenade.h58
1 files changed, 58 insertions, 0 deletions
diff --git a/mp/src/game/server/particle_smokegrenade.h b/mp/src/game/server/particle_smokegrenade.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+// $NoKeywords: $
+//
+//=============================================================================//
+
+#ifndef PARTICLE_SMOKEGRENADE_H
+#define PARTICLE_SMOKEGRENADE_H
+
+
+#include "baseparticleentity.h"
+
+
+#define PARTICLESMOKEGRENADE_ENTITYNAME "env_particlesmokegrenade"
+
+
+class ParticleSmokeGrenade : public CBaseParticleEntity
+{
+ DECLARE_DATADESC();
+public:
+ DECLARE_CLASS( ParticleSmokeGrenade, CBaseParticleEntity );
+ DECLARE_SERVERCLASS();
+
+ ParticleSmokeGrenade();
+
+ virtual int UpdateTransmitState( void );
+
+public:
+
+ // Tell the client entity to start filling the volume.
+ void FillVolume();
+
+ // Set the times it fades out at.
+ void SetFadeTime(float startTime, float endTime);
+
+ // Set time to fade out relative to current time
+ void SetRelativeFadeTime(float startTime, float endTime);
+
+
+public:
+
+ // Stage 0 (default): make a smoke trail that follows the entity it's following.
+ // Stage 1 : fill a volume with smoke.
+ CNetworkVar( unsigned char, m_CurrentStage );
+
+ CNetworkVar( float, m_flSpawnTime );
+
+ // When to fade in and out.
+ CNetworkVar( float, m_FadeStartTime );
+ CNetworkVar( float, m_FadeEndTime );
+};
+
+
+#endif
+
+