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//====== Copyright � 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef PARTICLE_SYSTEM_H
#define PARTICLE_SYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose: An entity that spawns and controls a particle system
//-----------------------------------------------------------------------------
class CParticleSystem : public CBaseEntity { DECLARE_CLASS( CParticleSystem, CBaseEntity ); public: DECLARE_SERVERCLASS(); DECLARE_DATADESC();
CParticleSystem( void );
virtual void Precache( void ); virtual void Spawn( void ); virtual void Activate( void ); virtual int UpdateTransmitState(void); virtual int ObjectCaps( void ); virtual bool KeyValue( const char *szKeyName, const char *szValue ); virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
void StartParticleSystem( void ); void StopParticleSystem( int nStopType = STOP_NORMAL );
void InputStart( inputdata_t &inputdata ); void InputStop( inputdata_t &inputdata ); void InputStopEndCap( inputdata_t &inputdata ); void InputDestroy( inputdata_t &inputdata ); void StartParticleSystemThink( void ); bool SetControlPointValue( int iControlPoint, const Vector &vValue ); //server controlled control points (variables in particle effects instead of literal follow points)
void DisableSaveRestore( bool bState ) { m_bNoSave = bState; }
enum { kSERVERCONTROLLEDPOINTS = 4, kMAXCONTROLPOINTS = 63, ///< actually one less than the total number of cpoints since 0 is assumed to be me
}; // stop types
enum { STOP_NORMAL = 0, STOP_DESTROY_IMMEDIATELY, STOP_PLAY_ENDCAP, NUM_STOP_TYPES };
protected:
/// Load up and resolve the entities that are supposed to be the control points
void ReadControlPointEnts( void );
bool m_bNoSave; bool m_bStartActive; string_t m_iszEffectName; CNetworkString( m_szSnapshotFileName, MAX_PATH ); CNetworkVar( bool, m_bActive ); CNetworkVar( int, m_nStopType ); CNetworkVar( int, m_iEffectIndex ); CNetworkVar( float, m_flStartTime ); // Time at which this effect was started. This is used after restoring an active effect.
//server controlled control points (variables in particle effects instead of literal follow points)
CNetworkArray( Vector, m_vServerControlPoints, kSERVERCONTROLLEDPOINTS ); CNetworkArray( uint8, m_iServerControlPointAssignments, kSERVERCONTROLLEDPOINTS );
string_t m_iszControlPointNames[kMAXCONTROLPOINTS]; CNetworkArray( EHANDLE, m_hControlPointEnts, kMAXCONTROLPOINTS ); CNetworkArray( unsigned char, m_iControlPointParents, kMAXCONTROLPOINTS ); };
#endif // PARTICLE_SYSTEM_H
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