First version of the SOurce SDK 2013
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52
mp/src/game/server/EntityParticleTrail.h
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52
mp/src/game/server/EntityParticleTrail.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ENTITYPARTICLETRAIL_H
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#define ENTITYPARTICLETRAIL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseparticleentity.h"
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#include "entityparticletrail_shared.h"
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//-----------------------------------------------------------------------------
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// Spawns particles after the entity
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//-----------------------------------------------------------------------------
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class CEntityParticleTrail : public CBaseParticleEntity
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CEntityParticleTrail, CBaseParticleEntity );
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DECLARE_SERVERCLASS();
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public:
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static CEntityParticleTrail *Create( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info, CBaseEntity *pConstraint );
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static void Destroy( CBaseEntity *pTarget, const EntityParticleTrailInfo_t &info );
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void Spawn();
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virtual void UpdateOnRemove();
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// Force our constraint entity to be trasmitted
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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// Clean up when the entity goes away.
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virtual void NotifySystemEvent( CBaseEntity *pNotify, notify_system_event_t eventType, const notify_system_event_params_t ¶ms );
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private:
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void AttachToEntity( CBaseEntity *pTarget );
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void IncrementRefCount();
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void DecrementRefCount();
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CNetworkVar( int, m_iMaterialName );
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CNetworkVarEmbedded( EntityParticleTrailInfo_t, m_Info );
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CNetworkHandle( CBaseEntity, m_hConstraintEntity );
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int m_nRefCount;
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};
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#endif // ENTITYPARTICLETRAIL_H
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