Files
HL2Overcharged/game/server/BloodEmitter.h
2025-05-21 21:20:08 +03:00

76 lines
1.7 KiB
C++

#ifndef BLOODEMITTER_H
#define BLOODEMITTER_H
//#include "items.h"
#include "sprite.h"
#include "particle_system.h"
#include "physobj.h"
class SmokeTrail;
#if 0
class CBloodEmitter : public CBaseEntity
{
DECLARE_CLASS(CBloodEmitter, CBaseCombatCharacter);
public:
CBloodEmitter() { };
~CBloodEmitter();
Class_T Classify(void) { return CLASS_NONE; }
public:
void Spawn(void);
void Precache(void);
void BubbleThink(void); // changed
//void BoltTouch(CBaseEntity *pOther);
void CreateChildDrips(void);
//virtual unsigned int PhysicsSolidMaskForEntity(void) const { return (BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_WATER); }
//bool CreateVPhysics(void);
//unsigned int PhysicsSolidMaskForEntity() const;
CBloodEmitter *BoltCreate(const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner = NULL);
protected:
//void Detonate(void);
bool CreateSprites(void);
CHandle< CParticleSystem > m_hSpitEffectDD;
bool touched;
int b_count;
int m_iDamage;
float m_flDamage;
DECLARE_DATADESC();
//DECLARE_SERVERCLASS();
};
//#endif
#endif
class CBloodEmitter : public CBaseEntity
{
DECLARE_CLASS(CBloodEmitter, CBaseEntity);
//Class_T Classify(void) { return CLASS_NONE; }
public:
CBloodEmitter() { };
~CBloodEmitter() { };
void Precache(void);
//bool CreateVPhysics();
void Spawn(void);
void BubbleThink(void);
void CreateChildDrips(void);
CBloodEmitter *DispatchImpactSound(const Vector &end);
bool touched;
int b_count;
int composeColor;
float timeThink;
QAngle angle;
Vector spawn;
Vector normal;
Vector direction;
IPhysicsObject *thisPhysics;
/*protected:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();*/
};
#endif