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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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//=============================================================================//
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#ifndef SMOKE_TRAIL_H
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#define SMOKE_TRAIL_H
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#include "baseparticleentity.h"
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//==================================================
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// SmokeTrail
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//==================================================
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class SmokeTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( SmokeTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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SmokeTrail();
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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void SetEmit(bool bVal);
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void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName = NULL);
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static SmokeTrail* CreateSmokeTrail();
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public:
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// Effect parameters. These will assume default values but you can change them.
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CNetworkVector( m_StartColor ); // Fade between these colors.
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CNetworkVector( m_EndColor );
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CNetworkVar( float, m_Opacity );
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CNetworkVar( float, m_SpawnRate ); // How many particles per second.
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CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live?
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CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles?
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CNetworkVar( float, m_MinSpeed ); // Speed range.
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CNetworkVar( float, m_MaxSpeed );
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CNetworkVar( float, m_StartSize ); // Size ramp.
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CNetworkVar( float, m_EndSize );
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CNetworkVar( float, m_SpawnRadius );
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CNetworkVar( float, m_MinDirectedSpeed ); // Speed range.
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CNetworkVar( float, m_MaxDirectedSpeed );
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CNetworkVar( bool, m_bEmit );
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CNetworkVar( int, m_nAttachment );
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};
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//==================================================
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// RocketTrail
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//==================================================
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class RocketTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( RocketTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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RocketTrail();
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void SetEmit(bool bVal);
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void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName = NULL);
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static RocketTrail *CreateRocketTrail();
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public:
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// Effect parameters. These will assume default values but you can change them.
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CNetworkVector( m_StartColor ); // Fade between these colors.
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CNetworkVector( m_EndColor );
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CNetworkVar( float, m_Opacity );
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CNetworkVar( float, m_SpawnRate ); // How many particles per second.
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CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live?
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CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles?
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CNetworkVar( float, m_MinSpeed ); // Speed range.
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CNetworkVar( float, m_MaxSpeed );
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CNetworkVar( float, m_StartSize ); // Size ramp.
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CNetworkVar( float, m_EndSize );
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CNetworkVar( float, m_SpawnRadius );
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CNetworkVar( bool, m_bEmit );
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CNetworkVar( int, m_nAttachment );
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CNetworkVar( bool, m_bDamaged );
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CNetworkVar( float, m_flFlareScale ); // Size of the flare
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};
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//==================================================
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// SporeTrail
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//==================================================
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class SporeTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( SporeTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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SporeTrail( void );
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static SporeTrail* CreateSporeTrail();
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//Data members
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public:
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CNetworkVector( m_vecEndColor );
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CNetworkVar( float, m_flSpawnRate );
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CNetworkVar( float, m_flParticleLifetime );
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CNetworkVar( float, m_flStartSize );
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CNetworkVar( float, m_flEndSize );
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CNetworkVar( float, m_flSpawnRadius );
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CNetworkVar( bool, m_bEmit );
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};
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//==================================================
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// SporeExplosion
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//==================================================
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class SporeExplosion : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( SporeExplosion, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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SporeExplosion( void );
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void Spawn( void );
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static SporeExplosion* CreateSporeExplosion();
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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//Data members
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public:
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bool m_bDisabled;
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CNetworkVar( float, m_flSpawnRate );
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CNetworkVar( float, m_flParticleLifetime );
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CNetworkVar( float, m_flStartSize );
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CNetworkVar( float, m_flEndSize );
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CNetworkVar( float, m_flSpawnRadius );
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CNetworkVar( bool, m_bEmit );
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CNetworkVar( bool, m_bDontRemove );
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};
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//==================================================
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// CFireTrail
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//==================================================
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class CFireTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( CFireTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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static CFireTrail *CreateFireTrail( void );
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void FollowEntity( CBaseEntity *pEntity, const char *pAttachmentName );
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void Precache( void );
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CNetworkVar( int, m_nAttachment );
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CNetworkVar( float, m_flLifetime );
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};
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//==================================================
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// DustTrail
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//==================================================
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class DustTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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public:
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DECLARE_CLASS( DustTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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DustTrail();
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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void SetEmit(bool bVal);
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static DustTrail* CreateDustTrail();
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public:
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// Effect parameters. These will assume default values but you can change them.
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CNetworkVector( m_Color );
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CNetworkVar( float, m_Opacity );
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CNetworkVar( float, m_SpawnRate ); // How many particles per second.
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CNetworkVar( float, m_ParticleLifetime ); // How long do the particles live?
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CNetworkVar( float, m_StopEmitTime ); // When do I stop emitting particles?
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CNetworkVar( float, m_MinSpeed ); // Speed range.
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CNetworkVar( float, m_MaxSpeed );
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CNetworkVar( float, m_StartSize ); // Size ramp.
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CNetworkVar( float, m_EndSize );
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CNetworkVar( float, m_SpawnRadius );
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CNetworkVar( float, m_MinDirectedSpeed ); // Speed range.
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CNetworkVar( float, m_MaxDirectedSpeed );
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CNetworkVar( bool, m_bEmit );
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CNetworkVar( int, m_nAttachment );
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};
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#endif
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