sqwarmed/sdk_src/game/server/EntityParticleTrail.h

53 lines
1.6 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENTITYPARTICLETRAIL_H
#define ENTITYPARTICLETRAIL_H
#ifdef _WIN32
#pragma once
#endif
#include "baseparticleentity.h"
#include "entityparticletrail_shared.h"
//-----------------------------------------------------------------------------
// Spawns particles after the entity
//-----------------------------------------------------------------------------
class CEntityParticleTrail : public CBaseParticleEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CEntityParticleTrail, CBaseParticleEntity );
DECLARE_SERVERCLASS();
public:
static CEntityParticleTrail *Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraint );
static void Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info );
void Spawn();
virtual void UpdateOnRemove();
// Force our constraint entity to be trasmitted
virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
// Clean up when the entity goes away.
virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t &params );
private:
void AttachToEntity( CBaseEntity *pTarget );
void IncrementRefCount();
void DecrementRefCount();
CNetworkVar( int, m_iMaterialName );
CNetworkVarEmbedded( EntityParticleTrailInfo_t, m_Info );
CNetworkHandle( CBaseEntity, m_hConstraintEntity );
int m_nRefCount;
};
#endif // ENTITYPARTICLETRAIL_H