//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #ifndef PARTICLES_EZ_H #define PARTICLES_EZ_H #ifdef _WIN32 #pragma once #endif #include "particles_simple.h" #include "particle_litsmokeemitter.h" // Use these to fire and forget particles. // pParticle should be ON THE STACK - ie: don't allocate it from a CSimpleEmitter or from the particle manager. // Just make one on the stack, fill in its parameters, and pass it in here. void AddSimpleParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false ); void AddEmberParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false ); void AddFireSmokeParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false ); void AddFireParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false ); // Called by the renderer to draw all the particles. void DrawParticleSingletons( bool bInSkybox ); #endif // PARTICLES_EZ_H