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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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//=============================================================================//
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#ifndef PARTICLES_EZ_H
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#define PARTICLES_EZ_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_litsmokeemitter.h"
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// Use these to fire and forget particles.
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// pParticle should be ON THE STACK - ie: don't allocate it from a CSimpleEmitter or from the particle manager.
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// Just make one on the stack, fill in its parameters, and pass it in here.
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void AddSimpleParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
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void AddEmberParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
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void AddFireSmokeParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
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void AddFireParticle( const SimpleParticle *pParticle, PMaterialHandle hMaterial, bool bInSkybox=false );
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// Called by the renderer to draw all the particles.
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void DrawParticleSingletons( bool bInSkybox );
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#endif // PARTICLES_EZ_H
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