//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef SMOKE_TRAIL_H #define SMOKE_TRAIL_H #include "baseparticleentity.h" //================================================== // SmokeTrail //================================================== class SmokeTrail : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( SmokeTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS(); SmokeTrail(); virtual bool KeyValue( const char *szKeyName, const char *szValue ); void SetEmit(bool bVal); void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName = NULL); static SmokeTrail* CreateSmokeTrail(); public: // Effect parameters. These will assume default values but you can change them. CNetworkVector( m_StartColor ); // Fade between these colors. CNetworkVector( m_EndColor ); CNetworkVar( float, m_Opacity ); CNetworkVar( float, m_SpawnRate ); // How many particles per second. CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live? CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles? CNetworkVar( float, m_MinSpeed ); // Speed range. CNetworkVar( float, m_MaxSpeed ); CNetworkVar( float, m_StartSize ); // Size ramp. CNetworkVar( float, m_EndSize ); CNetworkVar( float, m_SpawnRadius ); CNetworkVar( float, m_MinDirectedSpeed ); // Speed range. CNetworkVar( float, m_MaxDirectedSpeed ); CNetworkVar( bool, m_bEmit ); CNetworkVar( int, m_nAttachment ); }; //================================================== // RocketTrail //================================================== class RocketTrail : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( RocketTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS(); RocketTrail(); void SetEmit(bool bVal); void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName = NULL); static RocketTrail *CreateRocketTrail(); public: // Effect parameters. These will assume default values but you can change them. CNetworkVector( m_StartColor ); // Fade between these colors. CNetworkVector( m_EndColor ); CNetworkVar( float, m_Opacity ); CNetworkVar( float, m_SpawnRate ); // How many particles per second. CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live? CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles? CNetworkVar( float, m_MinSpeed ); // Speed range. CNetworkVar( float, m_MaxSpeed ); CNetworkVar( float, m_StartSize ); // Size ramp. CNetworkVar( float, m_EndSize ); CNetworkVar( float, m_SpawnRadius ); CNetworkVar( bool, m_bEmit ); CNetworkVar( int, m_nAttachment ); CNetworkVar( bool, m_bDamaged ); CNetworkVar( float, m_flFlareScale ); // Size of the flare }; //================================================== // SporeTrail //================================================== class SporeTrail : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( SporeTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS(); SporeTrail( void ); static SporeTrail* CreateSporeTrail(); //Data members public: CNetworkVector( m_vecEndColor ); CNetworkVar( float, m_flSpawnRate ); CNetworkVar( float, m_flParticleLifetime ); CNetworkVar( float, m_flStartSize ); CNetworkVar( float, m_flEndSize ); CNetworkVar( float, m_flSpawnRadius ); CNetworkVar( bool, m_bEmit ); }; //================================================== // SporeExplosion //================================================== class SporeExplosion : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( SporeExplosion, CBaseParticleEntity ); DECLARE_SERVERCLASS(); SporeExplosion( void ); void Spawn( void ); static SporeExplosion* CreateSporeExplosion(); void InputEnable( inputdata_t &inputdata ); void InputDisable( inputdata_t &inputdata ); //Data members public: bool m_bDisabled; CNetworkVar( float, m_flSpawnRate ); CNetworkVar( float, m_flParticleLifetime ); CNetworkVar( float, m_flStartSize ); CNetworkVar( float, m_flEndSize ); CNetworkVar( float, m_flSpawnRadius ); CNetworkVar( bool, m_bEmit ); CNetworkVar( bool, m_bDontRemove ); }; //================================================== // CFireTrail //================================================== class CFireTrail : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( CFireTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS(); static CFireTrail *CreateFireTrail( void ); void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName ); void Precache( void ); CNetworkVar( int, m_nAttachment ); CNetworkVar( float, m_flLifetime ); }; //================================================== // DustTrail //================================================== class DustTrail : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS( DustTrail, CBaseParticleEntity ); DECLARE_SERVERCLASS(); DustTrail(); virtual bool KeyValue( const char *szKeyName, const char *szValue ); void SetEmit(bool bVal); static DustTrail* CreateDustTrail(); public: // Effect parameters. These will assume default values but you can change them. CNetworkVector( m_Color ); CNetworkVar( float, m_Opacity ); CNetworkVar( float, m_SpawnRate ); // How many particles per second. CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live? CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles? CNetworkVar( float, m_MinSpeed ); // Speed range. CNetworkVar( float, m_MaxSpeed ); CNetworkVar( float, m_StartSize ); // Size ramp. CNetworkVar( float, m_EndSize ); CNetworkVar( float, m_SpawnRadius ); CNetworkVar( float, m_MinDirectedSpeed ); // Speed range. CNetworkVar( float, m_MaxDirectedSpeed ); CNetworkVar( bool, m_bEmit ); CNetworkVar( int, m_nAttachment ); }; #endif