43 lines
992 B
C++
43 lines
992 B
C++
//===== Copyright © 1996-2005, 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 C_ENTITY_FLAME_H
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#define C_ENTITY_FLAME_H
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#include "c_baseentity.h"
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//
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// Entity flame, client-side implementation
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//
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class C_EntityFlame : public C_BaseEntity
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_EntityFlame, C_BaseEntity );
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C_EntityFlame( void );
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virtual ~C_EntityFlame( void );
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virtual bool Simulate( void );
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virtual void UpdateOnRemove( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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EHANDLE m_hEntAttached; // The entity that we are burning (attached to).
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private:
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void CreateEffect( void );
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void StopEffect( void );
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CUtlReference<CNewParticleEffect> m_hEffect;
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EHANDLE m_hOldAttached;
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bool m_bCheapEffect;
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};
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#endif // C_ENTITY_FLAME_H
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