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nekohook/modules/source2013/sdk/game/shared/baseparticleentity.h
2020-08-04 13:13:01 -04:00

98 lines
2.4 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//
//=============================================================================//
// Particle system entities can derive from this to handle some of the mundane
// functionality of hooking into the engine's entity system.
#ifndef PARTICLE_BASEEFFECT_H
#define PARTICLE_BASEEFFECT_H
#include "baseentity_shared.h"
#include "predictable_entity.h"
#if defined(CLIENT_DLL)
#define CBaseParticleEntity C_BaseParticleEntity
#include "particlemgr.h"
#endif
class CBaseParticleEntity : public CBaseEntity
#if defined(CLIENT_DLL)
,
public IParticleEffect
#endif
{
public:
DECLARE_CLASS(CBaseParticleEntity, CBaseEntity);
DECLARE_PREDICTABLE();
DECLARE_NETWORKCLASS();
CBaseParticleEntity();
virtual ~CBaseParticleEntity();
// CBaseEntity overrides.
public:
#if !defined(CLIENT_DLL)
virtual int UpdateTransmitState(void);
#else
// Default IParticleEffect overrides.
public:
virtual bool ShouldSimulate() const { return m_bSimulate; }
virtual void SetShouldSimulate(bool bSim) { m_bSimulate = bSim; }
virtual void SimulateParticles(CParticleSimulateIterator *pIterator);
virtual void RenderParticles(CParticleRenderIterator *pIterator);
virtual const Vector &GetSortOrigin();
public:
CParticleEffectBinding m_ParticleEffect;
#endif
virtual void Activate();
virtual void Think();
#if defined(CLIENT_DLL)
// NOTE: Ths enclosed particle effect binding will do all the drawing
virtual bool ShouldDraw() { return false; }
int AllocateToolParticleEffectId();
int GetToolParticleEffectId() const;
private:
int m_nToolParticleEffectId;
bool m_bSimulate;
#endif
public:
void FollowEntity(CBaseEntity *pEntity);
// UTIL_Remove will be called after the specified amount of time.
// If you pass in -1, the entity will never go away automatically.
void SetLifetime(float lifetime);
private:
CBaseParticleEntity(
const CBaseParticleEntity &); // not defined, not accessible
};
#if defined(CLIENT_DLL)
inline int CBaseParticleEntity::GetToolParticleEffectId() const {
return m_nToolParticleEffectId;
}
inline int CBaseParticleEntity::AllocateToolParticleEffectId() {
m_nToolParticleEffectId = ParticleMgr()->AllocateToolParticleEffectId();
return m_nToolParticleEffectId;
}
#endif // CLIENT_DLL
#endif