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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's Meteor
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_EFFECT_SHOOTINGSTAR_H
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#define C_EFFECT_SHOOTINGSTAR_H
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#pragma once
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#include "c_baseanimating.h"
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#include "particles_simple.h"
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class C_ShootingStar;
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//=============================================================================
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//
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// Client-side shooting star spawner.
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//
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class C_ShootingStarSpawner : public C_BaseEntity
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{
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DECLARE_CLASS( C_ShootingStarSpawner, C_BaseEntity );
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public:
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DECLARE_CLIENTCLASS();
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C_ShootingStarSpawner();
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void ClientThink( void );
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void SpawnShootingStars( void );
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public:
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float m_flSpawnInterval; // How often do I spawn meteors?
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};
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//=============================================================================
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//
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// Shooting Star Effect
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//
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class C_ShootingStar : public C_BaseAnimating, CSimpleEmitter
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{
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DECLARE_CLASS( C_ShootingStar, C_BaseAnimating );
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public:
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C_ShootingStar( );
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~C_ShootingStar( void );
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void Init( const Vector vecOrigin, const Vector vecVelocity, int nSize, float flLifeTime );
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void Destroy( void );
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void Update( float timeDelta );
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public:
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float m_flScale;
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private:
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void SetSortOrigin( const Vector &vSortOrigin );
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private:
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C_ShootingStar( const C_ShootingStar & );
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CUtlVector<SimpleParticle*> m_aParticles;
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};
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#endif // C_EFFECT_SHOOTINGSTAR_H
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