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2020-08-04 13:13:01 -04:00

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C++

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