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54 lines
1.3 KiB
C++
54 lines
1.3 KiB
C++
#ifndef _INCLUDED_C_ASW_FLARE_PROJECTILE_H
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#define _INCLUDED_C_ASW_FLARE_PROJECTILE_H
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#pragma once
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struct dlight_t;
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#include "c_pixel_visibility.h"
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class C_ASW_Flare_Projectile : public C_BaseCombatCharacter
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{
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public:
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DECLARE_CLASS( C_ASW_Flare_Projectile, C_BaseCombatCharacter );
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DECLARE_CLIENTCLASS();
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C_ASW_Flare_Projectile();
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virtual ~C_ASW_Flare_Projectile();
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virtual Class_T Classify() { return CLASS_FLARE; }
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void OnDataChanged( DataUpdateType_t updateType );
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//void Update( float timeDelta );
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virtual void ClientThink( void );
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void NotifyShouldTransmit( ShouldTransmitState_t state );
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const Vector& GetEffectOrigin();
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float m_flTimeBurnOut;
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float m_flScale;
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bool m_bLight;
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dlight_t *m_pDLight;
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float m_fStartLightTime;
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float m_fLightRadius;
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bool m_bSmoke;
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pixelvis_handle_t m_queryHandle;
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// sound
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void SoundShutdown();
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void SoundInit();
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virtual void UpdateOnRemove();
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virtual void OnRestore();
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CSoundPatch *m_pBurnSound;
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private:
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C_ASW_Flare_Projectile( const C_ASW_Flare_Projectile & );
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CUtlReference<CNewParticleEffect> m_pFlareEffect;
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public:
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C_ASW_Flare_Projectile* m_pNextFlare; // next flare in the linked list of live flares
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};
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extern C_ASW_Flare_Projectile* g_pHeadFlare; // access to a linked list of live flares
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#endif // _INCLUDED_C_ASW_FLARE_PROJECTILE_H
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