Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//===========================================================================//
#ifndef C_ENTITY_DISSOLVE_H
#define C_ENTITY_DISSOLVE_H
#include "cbase.h"
//-----------------------------------------------------------------------------
// Entity Dissolve, client-side implementation
//-----------------------------------------------------------------------------
class C_EntityDissolve : public C_BaseEntity, public IMotionEvent
{
public:
DECLARE_CLIENTCLASS();
DECLARE_CLASS( C_EntityDissolve, C_BaseEntity );
C_EntityDissolve( void );
// Inherited from C_BaseEntity
virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
virtual int DrawModel( int flags, const RenderableInstance_t &instance );
virtual bool ShouldDraw() { return true; }
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void UpdateOnRemove( void );
// Inherited from IMotionEvent
virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
void SetupEmitter( void );
void ClientThink( void );
void SetServerLinkState( bool state ) { m_bLinkedToServerEnt = state; }
float m_flStartTime;
float m_flFadeOutStart;
float m_flFadeOutLength;
float m_flFadeOutModelStart;
float m_flFadeOutModelLength;
float m_flFadeInStart;
float m_flFadeInLength;
int m_nDissolveType;
float m_flNextSparkTime;
Vector m_vDissolverOrigin;
int m_nMagnitude;
bool m_bCoreExplode;
protected:
float GetFadeInPercentage( void ); // Fade in amount (entity fading to black)
float GetFadeOutPercentage( void ); // Fade out amount (particles fading away)
float GetModelFadeOutPercentage( void );// Mode fade out amount
// Compute the bounding box's center, size, and basis
void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec );
void BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset );
void DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] );
private:
CSmartPtr<CSimpleEmitter> m_pEmitter;
bool m_bLinkedToServerEnt;
IPhysicsMotionController *m_pController;
};
#endif // C_ENTITY_DISSOLVE_H