//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #ifndef C_ENTITY_FLAME_H #define C_ENTITY_FLAME_H #include "c_baseentity.h" // // Entity flame, client-side implementation // class C_EntityFlame : public C_BaseEntity { public: DECLARE_CLIENTCLASS(); DECLARE_CLASS( C_EntityFlame, C_BaseEntity ); C_EntityFlame( void ); virtual ~C_EntityFlame( void ); virtual bool Simulate( void ); virtual void UpdateOnRemove( void ); virtual void OnDataChanged( DataUpdateType_t updateType ); virtual void ClientThink( void ); EHANDLE m_hEntAttached; // The entity that we are burning (attached to). private: void CreateEffect( void ); void StopEffect( void ); CUtlReference m_hEffect; EHANDLE m_hOldAttached; bool m_bCheapEffect; }; #endif // C_ENTITY_FLAME_H