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83 lines
2.5 KiB
C++
83 lines
2.5 KiB
C++
//========= 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_DISSOLVE_H
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#define C_ENTITY_DISSOLVE_H
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#include "cbase.h"
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//-----------------------------------------------------------------------------
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// Entity Dissolve, client-side implementation
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//-----------------------------------------------------------------------------
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class C_EntityDissolve : public C_BaseEntity, public IMotionEvent
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_EntityDissolve, C_BaseEntity );
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C_EntityDissolve( void );
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// Inherited from C_BaseEntity
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virtual void GetRenderBounds( Vector& theMins, Vector& theMaxs );
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virtual int DrawModel( int flags );
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virtual bool ShouldDraw() { return true; }
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void UpdateOnRemove( void );
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virtual Vector GetEffectColor( void ) { return m_vEffectColor; }
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virtual void SetEffectColor( Vector v ) { m_vEffectColor = v; }
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// Inherited from IMotionEvent
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virtual simresult_e Simulate( IPhysicsMotionController *pController, IPhysicsObject *pObject, float deltaTime, Vector &linear, AngularImpulse &angular );
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void SetupEmitter( void );
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void ClientThink( void );
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void SetServerLinkState( bool state ) { m_bLinkedToServerEnt = state; }
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float m_flStartTime;
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float m_flFadeOutStart;
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float m_flFadeOutLength;
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float m_flFadeOutModelStart;
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float m_flFadeOutModelLength;
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float m_flFadeInStart;
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float m_flFadeInLength;
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int m_nDissolveType;
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float m_flNextSparkTime;
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Vector m_vEffectColor;
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Vector m_vDissolverOrigin;
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int m_nMagnitude;
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bool m_bCoreExplode;
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protected:
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float GetFadeInPercentage( void ); // Fade in amount (entity fading to black)
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float GetFadeOutPercentage( void ); // Fade out amount (particles fading away)
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float GetModelFadeOutPercentage( void );// Mode fade out amount
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// Compute the bounding box's center, size, and basis
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void ComputeRenderInfo( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld,
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Vector *pVecAbsOrigin, Vector *pXVec, Vector *pYVec );
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void BuildTeslaEffect( mstudiobbox_t *pHitBox, const matrix3x4_t &hitboxToWorld, bool bRandom, float flYawOffset );
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void DoSparks( mstudiohitboxset_t *set, matrix3x4_t *hitboxbones[MAXSTUDIOBONES] );
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private:
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CSmartPtr<CSimpleEmitter> m_pEmitter;
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bool m_bLinkedToServerEnt;
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IPhysicsMotionController *m_pController;
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};
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#endif // C_ENTITY_DISSOLVE_H
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