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https://github.com/nillerusr/source-engine.git
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66 lines
1.6 KiB
C
66 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( SIMPLE3D_H )
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#define SIMPLE3D_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 "particle_collision.h"
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// Particle3D
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class Particle3D : public Particle
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{
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public:
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Vector m_vecVelocity;
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QAngle m_vAngles;
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float m_flAngSpeed; // Is same on all axis
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// NOTE: This particle already takes the full 64-bytes. So fade over a hardcoded 2 seconds instead of the entire lifetime
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float GetFadeFraction() const { return m_flLifeRemaining >= 2.0f ? 1 : (m_flLifeRemaining * 0.5f); }
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bool IsDead() const { return m_flLifeRemaining >= 0 ? false : true; }
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float m_flLifeRemaining; // How long it lives for.
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public:
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byte m_uchFrontColor[3];
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byte m_uchSize;
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byte m_uchBackColor[3];
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byte m_pad; // Pad to 8 bytes.
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};
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//
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// CSimple3DEmitter
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//
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class CSimple3DEmitter : public CSimpleEmitter
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{
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public:
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CSimple3DEmitter( const char *pDebugName ) : CSimpleEmitter( pDebugName ) {}
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static CSmartPtr<CSimple3DEmitter> Create( const char *pDebugName );
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virtual void RenderParticles( CParticleRenderIterator *pIterator );
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virtual void SimulateParticles( CParticleSimulateIterator *pIterator );
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CParticleCollision m_ParticleCollision;
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private:
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CSimple3DEmitter( const CSimple3DEmitter & );
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};
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#endif //SIMPLE3D_H
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