59 lines
1.5 KiB
C++
59 lines
1.5 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef FX_ENVELOPE_H
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#define FX_ENVELOPE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "cbase.h"
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#include "fx.h"
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#include "materialsystem/imaterialvar.h"
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#include "view.h"
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#include "view_scene.h"
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class C_EnvelopeFX : public CDefaultClientRenderable {
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public:
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typedef CDefaultClientRenderable BaseClass;
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C_EnvelopeFX();
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virtual ~C_EnvelopeFX();
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virtual void Update(void);
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// IClientRenderable
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virtual const Vector& GetRenderOrigin(void) { return m_worldPosition; }
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virtual void SetRenderOrigin(const Vector& origin) {
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m_worldPosition = origin;
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}
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virtual const QAngle& GetRenderAngles(void) { return vec3_angle; }
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virtual const matrix3x4_t& RenderableToWorldTransform();
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virtual bool ShouldDraw(void) { return true; }
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virtual bool IsTransparent(void) { return true; }
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virtual bool ShouldReceiveProjectedTextures(int flags) { return false; }
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void SetTime(float t) { m_t = t; }
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void LimitTime(float tmax) { m_tMax = tmax; }
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void SetActive(bool state = true) { m_active = state; }
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bool IsActive(void) const { return m_active; }
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virtual void EffectInit(int entityIndex, int attachment);
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virtual void EffectShutdown(void);
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protected:
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void RemoveRenderable();
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int m_entityIndex;
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int m_attachment;
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bool m_active;
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float m_t;
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float m_tMax;
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Vector m_worldPosition;
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};
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#endif // FX_ENVELOPE_H
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