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:
//
//=============================================================================//
#ifndef FX_ENVELOPE_H
#define FX_ENVELOPE_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
#include "fx.h"
#include "view.h"
#include "view_scene.h"
#include "materialsystem/imaterialvar.h"
class C_EnvelopeFX : public CDefaultClientRenderable
{
public:
typedef CDefaultClientRenderable BaseClass;
C_EnvelopeFX();
virtual ~C_EnvelopeFX();
virtual void Update( void );
// IClientRenderable
virtual const Vector& GetRenderOrigin( void ) { return m_worldPosition; }
virtual void SetRenderOrigin( const Vector &origin ) { m_worldPosition = origin; }
virtual const QAngle& GetRenderAngles( void ) { return vec3_angle; }
virtual const matrix3x4_t & RenderableToWorldTransform();
virtual bool ShouldDraw( void ) { return true; }
virtual bool IsTransparent( void ) { return true; }
virtual bool ShouldReceiveProjectedTextures( int flags ) { return false; }
void SetTime( float t ) { m_t = t; }
void LimitTime( float tmax ) { m_tMax = tmax; }
void SetActive( bool state = true ) { m_active = state; }
bool IsActive( void ) const { return m_active; }
virtual void EffectInit( int entityIndex, int attachment );
virtual void EffectShutdown( void );
protected:
void RemoveRenderable();
int m_entityIndex;
int m_attachment;
bool m_active;
float m_t;
float m_tMax;
Vector m_worldPosition;
};
#endif // FX_ENVELOPE_H