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_GASOLINE_BLOB_H
#define C_GASOLINE_BLOB_H
#ifdef _WIN32
#pragma once
#endif
#include "c_baseentity.h"
#include "particles_simple.h"
#include "particle_util.h"
class C_GasolineBlob;
class CGasolineEmitter : public CSimpleEmitter
{
public:
static CSmartPtr<CGasolineEmitter> Create( C_GasolineBlob *pBlob );
void UpdateFire( float frametime );
private:
CGasolineEmitter() : CSimpleEmitter( "Gasoline" ){}
CGasolineEmitter( const CGasolineEmitter & );
C_GasolineBlob *m_pBlob;
PMaterialHandle m_hFireMaterial;
PMaterialHandle m_hUnlitMaterial;
TimedEvent m_Timer;
};
class C_GasolineBlob : public C_BaseEntity
{
friend class CGasolineEmitter;
public:
DECLARE_CLASS( C_GasolineBlob, C_BaseEntity );
DECLARE_CLIENTCLASS();
C_GasolineBlob();
virtual ~C_GasolineBlob();
bool IsLit() const;
bool IsStopped() const;
const Vector& GetSurfaceNormal() const;
float GetLitStartTime() const;
// Overrides.
public:
virtual void OnDataChanged( DataUpdateType_t type );
virtual void ClientThink();
virtual int DrawModel( int flags );
virtual bool ShouldDraw();
private:
// Returns true if the two blobs relate their sound, meaning one blob won't play
// its sound if the other one is playing it.
bool IsSoundRelatedTo( const C_GasolineBlob *pBlob ) const;
bool IsPlayingBurningSound() const;
// Starts the burning sound if no other flames are playing the sound nearby.
void CheckStartSound();
// Make the burning sound.
void StartSound();
void StopSound();
private:
bool m_bSoundOn;
float m_flPuddleSize;
float m_flPuddleFade;
CSmartPtr<CGasolineEmitter> m_pEmitter;
float m_flLitStartTime;
float m_flCreateTime;
float m_flMaxLifetime;
Vector m_vSurfaceNormal;
int m_BlobFlags; // Combination of BLOBFLAG_ defines.
};
#endif // C_GASOLINE_BLOB_H