Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

38 lines
1.3 KiB

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Define inline functions for the CParticleProperty class. The
// definitions exist in this include file to avoid cluttering up
// particle_property.h, but this file should not be included from any-
// where else.
//
//=============================================================================
#ifndef PARTICLEPROPERTY_H
#pragma message("Do not include particle_property_inlines.h from anywhere other than particle_property.h!")
#pragma error
#endif
#ifndef PARTICLEPROPERTY_INLINES_H
#define PARTICLEPROPERTY_INLINES_H
#ifdef _WIN32
#pragma once
#endif
/// Set the parent of a given control point on a given effect to the index of another control point. This is
/// in fact entirely redundant given the function is actually on the CNewParticleEffect, but is included here
/// for uniformity of interface.
void CParticleProperty::SetControlPointParent( CNewParticleEffect *pEffect, int whichControlPoint, int parentIdx )
{
pEffect->SetControlPointParent(whichControlPoint, parentIdx);
}
/// Given an index, return a pointer to the relevant particle effect structure. For convenience.
CNewParticleEffect *CParticleProperty::GetParticleEffectFromIdx( int idx )
{
return m_ParticleEffects[idx].pParticleEffect.GetObject();
}
#endif // #ifndef PARTICLEPROPERTY_INLINES_H