This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
nekohook/modules/source2013/sdk/game/server/particle_smokegrenade.h
2020-08-04 13:13:01 -04:00

50 lines
1.3 KiB
C++

//========= 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