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: $
//
//=============================================================================//
// Particle system entities can derive from this to handle some of the mundane
// functionality of hooking into the engine's entity system.
#ifndef PARTICLE_BASEEFFECT_H
#define PARTICLE_BASEEFFECT_H
#include "predictable_entity.h"
#include "baseentity_shared.h"
#if defined( CLIENT_DLL )
#define CBaseParticleEntity C_BaseParticleEntity
#include "particlemgr.h"
#endif
class CBaseParticleEntity : public CBaseEntity
#if defined( CLIENT_DLL )
, public IParticleEffect
#endif
{
public:
DECLARE_CLASS( CBaseParticleEntity, CBaseEntity );
DECLARE_PREDICTABLE();
DECLARE_NETWORKCLASS();
CBaseParticleEntity();
virtual ~CBaseParticleEntity();
virtual int ObjectCaps()
{
if( m_bShouldDeletedOnChangelevel )
return BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION;
else
return BaseClass::ObjectCaps();
}
void SetShouldDeletedOnChangelevel( bool bDel ) { m_bShouldDeletedOnChangelevel = bDel; }
// CBaseEntity overrides.
public:
#if !defined( CLIENT_DLL )
virtual int UpdateTransmitState( void );
#else
// Default IParticleEffect overrides.
public:
virtual bool ShouldSimulate() const { return m_bSimulate; }
virtual void SetShouldSimulate( bool bSim ) { m_bSimulate = bSim; }
virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
virtual void RenderParticles( CParticleRenderIterator *pIterator );
virtual const Vector & GetSortOrigin();
public:
CParticleEffectBinding m_ParticleEffect;
#endif
virtual void Activate();
virtual void Think();
#if defined( CLIENT_DLL )
// NOTE: Ths enclosed particle effect binding will do all the drawing
virtual bool ShouldDraw() { return false; }
int AllocateToolParticleEffectId();
int GetToolParticleEffectId() const;
private:
int m_nToolParticleEffectId;
bool m_bSimulate;
#endif
public:
void FollowEntity(CBaseEntity *pEntity);
// UTIL_Remove will be called after the specified amount of time.
// If you pass in -1, the entity will never go away automatically.
void SetLifetime(float lifetime);
private:
bool m_bShouldDeletedOnChangelevel;
CBaseParticleEntity( const CBaseParticleEntity & ); // not defined, not accessible
};
#if defined( CLIENT_DLL )
inline int CBaseParticleEntity::GetToolParticleEffectId() const
{
return m_nToolParticleEffectId;
}
inline int CBaseParticleEntity::AllocateToolParticleEffectId()
{
m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
return m_nToolParticleEffectId;
}
#endif // CLIENT_DLL
#endif