sqwarmed/sdk_src/game/server/particle_system.h

86 lines
2.8 KiB
C++

//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
//
// Purpose:
//
//=============================================================================
#ifndef PARTICLE_SYSTEM_H
#define PARTICLE_SYSTEM_H
#ifdef _WIN32
#pragma once
#endif
#include "cbase.h"
//-----------------------------------------------------------------------------
// Purpose: An entity that spawns and controls a particle system
//-----------------------------------------------------------------------------
class CParticleSystem : public CBaseEntity
{
DECLARE_CLASS( CParticleSystem, CBaseEntity );
public:
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
CParticleSystem( void );
virtual void Precache( void );
virtual void Spawn( void );
virtual void Activate( void );
virtual int UpdateTransmitState(void);
virtual int ObjectCaps( void );
virtual bool KeyValue( const char *szKeyName, const char *szValue );
virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
void StartParticleSystem( void );
void StopParticleSystem( int nStopType = STOP_NORMAL );
void InputStart( inputdata_t &inputdata );
void InputStop( inputdata_t &inputdata );
void InputStopEndCap( inputdata_t &inputdata );
void InputDestroy( inputdata_t &inputdata );
void StartParticleSystemThink( void );
bool SetControlPointValue( int iControlPoint, const Vector &vValue ); //server controlled control points (variables in particle effects instead of literal follow points)
void DisableSaveRestore( bool bState ) { m_bNoSave = bState; }
enum
{
kSERVERCONTROLLEDPOINTS = 4,
kMAXCONTROLPOINTS = 63, ///< actually one less than the total number of cpoints since 0 is assumed to be me
};
// stop types
enum
{
STOP_NORMAL = 0,
STOP_DESTROY_IMMEDIATELY,
STOP_PLAY_ENDCAP,
NUM_STOP_TYPES
};
protected:
/// Load up and resolve the entities that are supposed to be the control points
void ReadControlPointEnts( void );
bool m_bNoSave;
bool m_bStartActive;
string_t m_iszEffectName;
CNetworkString( m_szSnapshotFileName, MAX_PATH );
CNetworkVar( bool, m_bActive );
CNetworkVar( int, m_nStopType );
CNetworkVar( int, m_iEffectIndex );
CNetworkVar( float, m_flStartTime ); // Time at which this effect was started. This is used after restoring an active effect.
//server controlled control points (variables in particle effects instead of literal follow points)
CNetworkArray( Vector, m_vServerControlPoints, kSERVERCONTROLLEDPOINTS );
CNetworkArray( uint8, m_iServerControlPointAssignments, kSERVERCONTROLLEDPOINTS );
string_t m_iszControlPointNames[kMAXCONTROLPOINTS];
CNetworkArray( EHANDLE, m_hControlPointEnts, kMAXCONTROLPOINTS );
CNetworkArray( unsigned char, m_iControlPointParents, kMAXCONTROLPOINTS );
};
#endif // PARTICLE_SYSTEM_H