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