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https://github.com/nillerusr/source-engine.git
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63 lines
1.6 KiB
C
63 lines
1.6 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#if !defined( FXFLECKS_H )
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#define FXFLECKS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "particles_simple.h"
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#include "particlemgr.h"
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#include "particle_collision.h"
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// FleckParticle
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class FleckParticle : public Particle
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{
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public:
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Vector m_vecVelocity;
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float m_flRoll;
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float m_flRollDelta;
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float m_flDieTime; // How long it lives for.
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float m_flLifetime; // How long it has been alive for so far.
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byte m_uchColor[3];
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byte m_uchSize;
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};
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//
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// CFleckParticles
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//
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class CFleckParticles : public CSimpleEmitter
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{
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public:
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CFleckParticles( const char *pDebugName );
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~CFleckParticles();
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static CSmartPtr<CFleckParticles> Create( const char *pDebugName, const Vector &vCenter, const Vector &extents );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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//Setup for point emission
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virtual void Setup( const Vector &origin, const Vector *direction, float angularSpread, float minSpeed, float maxSpeed, float gravity, float dampen, int flags = 0 );
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CParticleCollision m_ParticleCollision;
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CFleckParticles *m_pNextParticleSystem;
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private:
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CFleckParticles( const CFleckParticles & ); // not defined, not accessible
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};
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#endif //FXFLECKS_H
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