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 PARTICLES_LOCALSPACE_H
#define PARTICLES_LOCALSPACE_H
#ifdef _WIN32
#pragma once
#endif
#include "particles_simple.h"
#define FLE_VIEWMODEL 0x00000001
class CLocalSpaceEmitter : public CSimpleEmitter
{
public:
DECLARE_CLASS( CLocalSpaceEmitter, CParticleEffect );
static CSmartPtr<CLocalSpaceEmitter> Create( const char *pDebugName, ClientEntityHandle_t hEntity, int nAttachment, int flags = 0 );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void SetupTransformMatrix( void );
virtual void Update( float flTimeDelta );
const matrix3x4_t& GetTransformMatrix() const;
protected:
CLocalSpaceEmitter( const char *pDebugName );
ClientEntityHandle_t m_hEntity;
int m_nAttachment;
int m_fFlags;
private:
CLocalSpaceEmitter( const CLocalSpaceEmitter & ); // not defined, not accessible
// This is stored in the ParticleEffectBinding now.
//matrix3x4_t m_matTransform;
//FIXME: Bones here as well...
};
#endif // PARTICLES_LOCALSPACE_H