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First version of the SOurce SDK 2013
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60
game/server/steamjet.h
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60
game/server/steamjet.h
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Defines the server side of a steam jet particle system entity.
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef STEAMJET_H
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#define STEAMJET_H
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#pragma once
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#include "baseparticleentity.h"
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//NOTENOTE: Mirrored in cl_dlls\c_steamjet.cpp
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#define STEAM_NORMAL 0
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#define STEAM_HEATWAVE 1
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//==================================================
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// CSteamJet
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//==================================================
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class CSteamJet : public CBaseParticleEntity
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{
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public:
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CSteamJet();
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DECLARE_CLASS( CSteamJet, CBaseParticleEntity );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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protected:
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// Input handlers.
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void InputTurnOn(inputdata_t &data);
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void InputTurnOff(inputdata_t &data);
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void InputToggle(inputdata_t &data);
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// Stuff from the datatable.
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public:
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CNetworkVar( float, m_SpreadSpeed );
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CNetworkVar( float, m_Speed );
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CNetworkVar( float, m_StartSize );
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CNetworkVar( float, m_EndSize );
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CNetworkVar( float, m_Rate );
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CNetworkVar( float, m_JetLength ); // Length of the jet. Lifetime is derived from this.
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CNetworkVar( int, m_bEmit ); // Emit particles?
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CNetworkVar( bool, m_bFaceLeft ); // For support of legacy env_steamjet, which faced left instead of forward.
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bool m_InitialState;
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CNetworkVar( int, m_nType ); // Type of steam (normal, heatwave)
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CNetworkVar( float, m_flRollSpeed );
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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};
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#endif // STEAMJET_H
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