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