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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_ENTITY_BURN_EFFECT_H
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#define C_ENTITY_BURN_EFFECT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_baseentity.h"
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#include "particle_util.h"
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#include "particles_simple.h"
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class C_EntityBurnEffect : public C_BaseEntity
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{
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public:
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DECLARE_CLASS( C_EntityBurnEffect, C_BaseEntity );
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DECLARE_CLIENTCLASS();
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C_EntityBurnEffect();
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// Overrides.
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public:
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink();
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private:
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int m_hBurningEntity; // todo: this should be an ehandle but base networkables aren't setup for ehandles yet.
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TimedEvent m_Timer;
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CSmartPtr<CSimpleEmitter> m_pEmitter;
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PMaterialHandle m_hFireMaterial;
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};
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#endif // C_ENTITY_BURN_EFFECT_H
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