Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENTITYPARTICLETRAIL_H
#define ENTITYPARTICLETRAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
//-----------------------------------------------------------------------------
// Spawns particles after the entity
//-----------------------------------------------------------------------------
class CEntityParticleTrail : public CBaseParticleEntity { DECLARE_DATADESC(); DECLARE_CLASS( CEntityParticleTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS();
public: static CEntityParticleTrail *Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraint ); static void Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info );
void Spawn(); virtual void UpdateOnRemove();
// Force our constraint entity to be trasmitted
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
// Clean up when the entity goes away.
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
private: void AttachToEntity( CBaseEntity *pTarget ); void IncrementRefCount(); void DecrementRefCount(); CNetworkVar( int, m_iMaterialName ); CNetworkVarEmbedded( EntityParticleTrailInfo_t, m_Info ); CNetworkHandle( CBaseEntity, m_hConstraintEntity );
int m_nRefCount; };
#endif // ENTITYPARTICLETRAIL_H
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