NS/dev/3.2-movements/source/mod/AvHParticleSystemEntity.h
tankefugl 1d385ec5bf o Created branch for movement codes
- added +attack2
- fade blink reworked
- onos charge reworked

git-svn-id: https://unknownworlds.svn.cloudforge.com/ns1@348 67975925-1194-0748-b3d5-c16f83f1a3a1
2005-11-14 20:18:27 +00:00

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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
//
// The copyright to the contents herein is the property of Charles G. Cleveland.
// The contents may be used and/or copied only with the written permission of
// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
// the agreement/contract under which the contents have been supplied.
//
// Purpose:
//
// $Workfile: AvHParticleSystemEntity.h $
// $Date: 2002/05/23 02:33:20 $
//
//-------------------------------------------------------------------------------
// $Log: AvHParticleSystemEntity.h,v $
// Revision 1.9 2002/05/23 02:33:20 Flayra
// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
//
//===============================================================================
#ifndef AVH_PARTICLE_SYSTEM_ENTITY_H
#define AVH_PARTICLE_SYSTEM_ENTITY_H
#include "dlls/extdll.h"
#include "dlls/util.h"
#include "dlls/cbase.h"
#include "types.h"
#include "mod/AvHParticleTemplate.h"
#include "mod/AvHConstants.h"
class AvHParticleSystemEntity : public CBaseEntity
{
public:
AvHParticleSystemEntity();
uint16 GetCustomData() const;
void SetCustomData(uint16 inCustomData);
void SetTemplateIndex(int inTemplateIndex);
virtual void KeyValue( KeyValueData* pkvd );
virtual void Precache(void);
virtual void SetUseState(USE_TYPE inUseType);
virtual void Spawn( void );
protected:
AvHParticleTemplate* GetCustomTemplate();
private:
void EXPORT ParticleUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
void EXPORT ParticleThink();
void EXPORT ParticleTouch( CBaseEntity *pOther );
void UpdateClientData();
int32 mTemplateIndex;
bool mIsOn;
//bool mClientIsOn;
bool mUseState;
bool mCreatedTemplate;
uint32 mHandle;
float mTimeParticlesCreated;
uint16 mCustomData;
static uint32 sCurrentHandle;
};
// Custom particle systems. It is identical to a particle system entity except it creates
// a new particle template instead of reading one from a .ps.
class AvHCustomParticleSystemEntity : public AvHParticleSystemEntity
{
public:
virtual void KeyValue( KeyValueData* pkvd );
};
#endif