Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_FIRE_H
#define _INCLUDED_ASW_FIRE_H
#ifdef _WIN32
#pragma once
#endif
#include "asw_shareddefs.h"
class CASW_BurnInfo
{
public:
CASW_BurnInfo(CBaseEntity *pEntity, CBaseEntity *pAttacker, float fDieTime, float fBurnInterval, float fDamagePerInterval, CBaseEntity *pDamagingWeapon = NULL );
EHANDLE m_hEntity;
EHANDLE m_hAttacker;
EHANDLE m_hDamagingWeapon;
float m_fNextBurnTime;
float m_fDieTime;
float m_fBurnInterval;
float m_fDamagePerInterval;
};
class CASW_Burning : public CBaseEntity
{
public:
DECLARE_CLASS( CASW_Burning, CBaseEntity );
DECLARE_DATADESC();
CASW_Burning();
virtual ~CASW_Burning();
void Spawn();
void Reset();
void FireThink();
void SetNextThinkTime();
void Precache();
void BurnEntity(CBaseEntity *pEntity, CBaseEntity *pAttacker, float fFireDuration, float fBurnInterval, float fDamagePerInterval, CBaseEntity *pDamagingWeapon = NULL );
void Extinguish(CBaseEntity *pEntity);
//void OnEntityExtinguished(CBaseEntity *pEntity);
CUtlVector<CASW_BurnInfo*> m_Burning;
// Classification
virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_BURNING; }
};
CASW_Burning* ASWBurning();
#endif // _INCLUDED_ASW_FIRE_H