Counter Strike : Global Offensive Source Code
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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
#ifndef PARTICLE_SMOKEGRENADE_H
#define PARTICLE_SMOKEGRENADE_H
#include "baseparticleentity.h"
#define PARTICLESMOKEGRENADE_ENTITYNAME "env_particlesmokegrenade"
#define MIN_SMOKE_TINT 0.5f
#define MAX_SMOKE_TINT 0.6f
class ParticleSmokeGrenade : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( ParticleSmokeGrenade, CBaseParticleEntity ); DECLARE_SERVERCLASS();
ParticleSmokeGrenade(); virtual ~ParticleSmokeGrenade();
virtual void Spawn( void ); virtual int UpdateTransmitState( void ); void SetCreator(CBasePlayer *creator); CBasePlayer* GetCreator();
public:
// Tell the client entity to start filling the volume.
void FillVolume();
// Set the times it fades out at.
void SetFadeTime(float startTime, float endTime);
// Set time to fade out relative to current time
void SetRelativeFadeTime(float startTime, float endTime);
// Set the tint color of the grenade smoke.
void SetSmokeColor(Vector color);
void Think( void );
public: // Stage 0 (default): make a smoke trail that follows the entity it's following.
// Stage 1 : fill a volume with smoke.
CNetworkVar( unsigned char, m_CurrentStage );
CNetworkVar( float, m_flSpawnTime );
// When to fade in and out.
CNetworkVar( float, m_FadeStartTime ); CNetworkVar( float, m_FadeEndTime ); CNetworkVar( Vector, m_MinColor ); CNetworkVar( Vector, m_MaxColor );
protected: EHANDLE m_creatorPlayer; };
#endif
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