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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_TRAIL_H
#define FX_TRAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "particle_util.h"
#include "baseparticleentity.h"
#include "particle_prototype.h"
class C_ParticleTrail : public C_BaseParticleEntity, public IPrototypeAppEffect
{
public:
DECLARE_CLASS( C_ParticleTrail, C_BaseParticleEntity );
C_ParticleTrail( void );
virtual ~C_ParticleTrail( void );
void GetAimEntOrigin( IClientEntity *pAttachedTo, Vector *pAbsOrigin, QAngle *pAbsAngles );
void SetEmit( bool bEmit );
bool ShouldEmit( void ) { return m_bEmit; }
void SetSpawnRate( float rate );
// C_BaseEntity.
public:
virtual void OnDataChanged(DataUpdateType_t updateType);
virtual void Start( CParticleMgr *pParticleMgr, IPrototypeArgAccess *pArgs );
int m_nAttachment;
float m_flLifetime; // How long this effect will last
private:
float m_SpawnRate; // How many particles per second.
bool m_bEmit; // Keep emitting particles?
TimedEvent m_ParticleSpawn;
CParticleMgr *m_pParticleMgr;
private:
C_ParticleTrail( const C_ParticleTrail & );
};
#endif // FX_TRAIL_H
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