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https://github.com/Gigaslav/HL2Overcharged.git
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76 lines
1.7 KiB
C++
76 lines
1.7 KiB
C++
#ifndef BLOODEMITTER_H
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#define BLOODEMITTER_H
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//#include "items.h"
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#include "sprite.h"
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#include "particle_system.h"
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#include "physobj.h"
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class SmokeTrail;
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#if 0
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class CBloodEmitter : public CBaseEntity
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{
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DECLARE_CLASS(CBloodEmitter, CBaseCombatCharacter);
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public:
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CBloodEmitter() { };
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~CBloodEmitter();
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Class_T Classify(void) { return CLASS_NONE; }
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public:
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void Spawn(void);
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void Precache(void);
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void BubbleThink(void); // changed
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//void BoltTouch(CBaseEntity *pOther);
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void CreateChildDrips(void);
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//virtual unsigned int PhysicsSolidMaskForEntity(void) const { return (BaseClass::PhysicsSolidMaskForEntity() | CONTENTS_WATER); }
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//bool CreateVPhysics(void);
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//unsigned int PhysicsSolidMaskForEntity() const;
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CBloodEmitter *BoltCreate(const Vector &vecOrigin, const QAngle &angAngles, int iDamage, CBasePlayer *pentOwner = NULL);
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protected:
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//void Detonate(void);
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bool CreateSprites(void);
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CHandle< CParticleSystem > m_hSpitEffectDD;
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bool touched;
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int b_count;
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int m_iDamage;
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float m_flDamage;
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DECLARE_DATADESC();
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//DECLARE_SERVERCLASS();
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};
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//#endif
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#endif
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class CBloodEmitter : public CBaseEntity
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{
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DECLARE_CLASS(CBloodEmitter, CBaseEntity);
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//Class_T Classify(void) { return CLASS_NONE; }
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public:
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CBloodEmitter() { };
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~CBloodEmitter() { };
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void Precache(void);
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//bool CreateVPhysics();
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void Spawn(void);
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void BubbleThink(void);
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void CreateChildDrips(void);
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CBloodEmitter *DispatchImpactSound(const Vector &end);
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bool touched;
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int b_count;
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int composeColor;
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float timeThink;
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QAngle angle;
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Vector spawn;
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Vector normal;
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Vector direction;
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IPhysicsObject *thisPhysics;
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/*protected:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();*/
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};
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#endif |