Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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5 years ago
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
//
//-----------------------------------------------------------------------------
// $Log: $
//
// $NoKeywords: $
//=============================================================================//
#if !defined( FXFLECKS_H )
#define FXFLECKS_H
#ifdef _WIN32
#pragma once
#endif
#include "particles_simple.h"
#include "particlemgr.h"
#include "particle_collision.h"
// FleckParticle
class FleckParticle : public Particle
{
public:
Vector m_vecVelocity;
float m_flRoll;
float m_flRollDelta;
float m_flDieTime; // How long it lives for.
float m_flLifetime; // How long it has been alive for so far.
byte m_uchColor[3];
byte m_uchSize;
};
//
// CFleckParticles
//
class CFleckParticles : public CSimpleEmitter
{
public:
CFleckParticles( const char *pDebugName );
~CFleckParticles();
static CSmartPtr<CFleckParticles> Create( const char *pDebugName, const Vector &vCenter, const Vector &extents );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
//Setup for point emission
virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
CParticleCollision m_ParticleCollision;
CFleckParticles *m_pNextParticleSystem;
private:
CFleckParticles( const CFleckParticles & ); // not defined, not accessible
};
#endif //FXFLECKS_H