Counter Strike : Global Offensive Source Code
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: Defines the server side of a steam jet particle system entity.
//
// $NoKeywords: $
//=============================================================================//
#ifndef STEAMJET_H
#define STEAMJET_H
#pragma once
#include "baseparticleentity.h"
//NOTENOTE: Mirrored in cl_dlls\c_steamjet.cpp
#define STEAM_NORMAL 0
#define STEAM_HEATWAVE 1
//==================================================
// CSteamJet
//==================================================
class CSteamJet : public CBaseParticleEntity
{
public:
CSteamJet();
DECLARE_CLASS( CSteamJet, CBaseParticleEntity );
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
virtual void Spawn( void );
virtual void Precache( void );
protected:
// Input handlers.
void InputTurnOn(inputdata_t &data);
void InputTurnOff(inputdata_t &data);
void InputToggle(inputdata_t &data);
// Stuff from the datatable.
public:
CNetworkVar( float, m_SpreadSpeed );
CNetworkVar( float, m_Speed );
CNetworkVar( float, m_StartSize );
CNetworkVar( float, m_EndSize );
CNetworkVar( float, m_Rate );
CNetworkVar( float, m_JetLength ); // Length of the jet. Lifetime is derived from this.
CNetworkVar( int, m_bEmit ); // Emit particles?
CNetworkVar( bool, m_bFaceLeft ); // For support of legacy env_steamjet, which faced left instead of forward.
bool m_InitialState;
CNetworkVar( int, m_nType ); // Type of steam (normal, heatwave)
CNetworkVar( float, m_flRollSpeed );
virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
};
#endif // STEAMJET_H