//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //============================================================================= #ifndef PARTICLE_SYSTEM_H #define PARTICLE_SYSTEM_H #ifdef _WIN32 #pragma once #endif #include "cbase.h" //----------------------------------------------------------------------------- // Purpose: An entity that spawns and controls a particle system //----------------------------------------------------------------------------- class CParticleSystem : public CBaseEntity { DECLARE_CLASS( CParticleSystem, CBaseEntity ); public: DECLARE_SERVERCLASS(); DECLARE_DATADESC(); CParticleSystem(); virtual void Precache( void ); virtual void Spawn( void ); virtual void Activate( void ); virtual int UpdateTransmitState(void); void StartParticleSystem( void ); void StopParticleSystem( void ); void InputStart( inputdata_t &inputdata ); void InputStop( inputdata_t &inputdata ); void StartParticleSystemThink( void ); enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me protected: /// Load up and resolve the entities that are supposed to be the control points void ReadControlPointEnts( void ); bool m_bStartActive; string_t m_iszEffectName; CNetworkVar( bool, m_bActive ); CNetworkVar( int, m_iEffectIndex ) CNetworkVar( float, m_flStartTime ); // Time at which this effect was started. This is used after restoring an active effect. string_t m_iszControlPointNames[kMAXCONTROLPOINTS]; CNetworkArray( EHANDLE, m_hControlPointEnts, kMAXCONTROLPOINTS ); CNetworkArray( unsigned char, m_iControlPointParents, kMAXCONTROLPOINTS ); CNetworkVar( bool, m_bWeatherEffect ); }; #endif // PARTICLE_SYSTEM_H