Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// Particle system entities can derive from this to handle some of the mundane
// functionality of hooking into the engine's entity system.
#ifndef PARTICLE_BASEEFFECT_H
#define PARTICLE_BASEEFFECT_H
#include "predictable_entity.h"
#include "baseentity_shared.h"
#if defined( CLIENT_DLL )
#define CBaseParticleEntity C_BaseParticleEntity
#include "particlemgr.h"
#endif
class CBaseParticleEntity : public CBaseEntity #if defined( CLIENT_DLL )
, public IParticleEffect #endif
{ public: DECLARE_CLASS( CBaseParticleEntity, CBaseEntity ); DECLARE_PREDICTABLE(); DECLARE_NETWORKCLASS();
CBaseParticleEntity(); virtual ~CBaseParticleEntity();
// CBaseEntity overrides.
public: #if !defined( CLIENT_DLL )
virtual int UpdateTransmitState( void ); #else
// Default IParticleEffect overrides.
public:
virtual bool ShouldSimulate() const { return m_bSimulate; } virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
virtual void SimulateParticles( CParticleSimulateIterator *pIterator ); virtual void RenderParticles( CParticleRenderIterator *pIterator ); virtual const Vector & GetSortOrigin(); public: CParticleEffectBinding m_ParticleEffect; #endif
virtual void Activate(); virtual void Think();
#if defined( CLIENT_DLL )
// NOTE: Ths enclosed particle effect binding will do all the drawing
virtual bool ShouldDraw() { return false; }
int AllocateToolParticleEffectId(); int GetToolParticleEffectId() const;
private: int m_nToolParticleEffectId; bool m_bSimulate; #endif
public: void FollowEntity(CBaseEntity *pEntity); // UTIL_Remove will be called after the specified amount of time.
// If you pass in -1, the entity will never go away automatically.
void SetLifetime(float lifetime);
private: CBaseParticleEntity( const CBaseParticleEntity & ); // not defined, not accessible
};
#if defined( CLIENT_DLL )
inline int CBaseParticleEntity::GetToolParticleEffectId() const { return m_nToolParticleEffectId; }
inline int CBaseParticleEntity::AllocateToolParticleEffectId() { m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId(); return m_nToolParticleEffectId; }
#endif // CLIENT_DLL
#endif
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