Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef FX_ENVELOPE_H
#define FX_ENVELOPE_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "fx.h"
#include "view.h"
#include "view_scene.h"
#include "materialsystem/imaterialvar.h"
class C_EnvelopeFX : public CDefaultClientRenderable { public: typedef CDefaultClientRenderable BaseClass;
C_EnvelopeFX(); virtual ~C_EnvelopeFX();
virtual void Update( void );
// IClientRenderable
virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; } virtual void SetRenderOrigin( const Vector &origin ) { m_worldPosition = origin; } virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; } virtual const matrix3x4_t & RenderableToWorldTransform(); virtual bool ShouldDraw( void ) { return true; } virtual RenderableTranslucencyType_t ComputeTranslucencyType( void ) { return RENDERABLE_IS_TRANSLUCENT; } virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
void SetTime( float t ) { m_t = t; } void LimitTime( float tmax ) { m_tMax = tmax; } void SetActive( bool state = true ) { m_active = state; } bool IsActive( void ) const { return m_active; }
virtual void EffectInit( int entityIndex, int attachment ); virtual void EffectShutdown( void );
protected:
void RemoveRenderable();
int m_entityIndex; int m_attachment; bool m_active; float m_t; float m_tMax; Vector m_worldPosition; };
#endif // FX_ENVELOPE_H
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