Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef C_FUNC_DUST_H
#define C_FUNC_DUST_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "particles_simple.h"
#include "particle_util.h"
#include "bspflags.h"
// ------------------------------------------------------------------------------------ //
// CDustEffect particle renderer.
// ------------------------------------------------------------------------------------ //
class C_Func_Dust;
class CFuncDustParticle : public Particle
{
public:
Vector m_vVelocity;
float m_flLifetime;
float m_flDieTime;
float m_flSize;
color32 m_Color;
};
class CDustEffect : public CParticleEffect
{
public:
CDustEffect( const char *pDebugName ) : CParticleEffect( pDebugName ) {}
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
C_Func_Dust *m_pDust;
private:
CDustEffect( const CDustEffect & ); // not defined, not accessible
};
// ------------------------------------------------------------------------------------ //
// C_Func_Dust class.
// ------------------------------------------------------------------------------------ //
class C_Func_Dust : public C_BaseEntity
{
public:
DECLARE_CLASS( C_Func_Dust, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_Func_Dust();
virtual ~C_Func_Dust();
virtual void OnDataChanged( DataUpdateType_t updateType );
virtual void ClientThink();
virtual bool ShouldDraw();
private:
void AttemptSpawnNewParticle();
// Vars from server.
public:
color32 m_Color;
int m_SpawnRate;
float m_flSizeMin;
float m_flSizeMax;
int m_SpeedMax;
int m_LifetimeMin;
int m_LifetimeMax;
int m_DistMax;
float m_FallSpeed; // extra 'gravity'
public:
int m_DustFlags; // Combination of DUSTFLAGS_
public:
CDustEffect m_Effect;
PMaterialHandle m_hMaterial;
TimedEvent m_Spawner;
private:
C_Func_Dust( const C_Func_Dust & ); // not defined, not accessible
};
#endif // C_FUNC_DUST_H