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hl2sdk/game/client/swarm/c_asw_flare_projectile.h
2010-07-22 01:46:14 -05:00

54 lines
1.3 KiB
C++

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