//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ // //=============================================================================// #ifndef PARTICLE_SMOKEGRENADE_H #define PARTICLE_SMOKEGRENADE_H #include "baseparticleentity.h" #define PARTICLESMOKEGRENADE_ENTITYNAME "env_particlesmokegrenade" class ParticleSmokeGrenade : public CBaseParticleEntity { DECLARE_DATADESC(); public: DECLARE_CLASS(ParticleSmokeGrenade, CBaseParticleEntity); DECLARE_SERVERCLASS(); ParticleSmokeGrenade(); virtual int UpdateTransmitState(void); public: // Tell the client entity to start filling the volume. void FillVolume(); // Set the times it fades out at. void SetFadeTime(float startTime, float endTime); // Set time to fade out relative to current time void SetRelativeFadeTime(float startTime, float endTime); public: // Stage 0 (default): make a smoke trail that follows the entity it's // following. Stage 1 : fill a volume with smoke. CNetworkVar(unsigned char, m_CurrentStage); CNetworkVar(float, m_flSpawnTime); // When to fade in and out. CNetworkVar(float, m_FadeStartTime); CNetworkVar(float, m_FadeEndTime); }; #endif