📄 bloodtrailsegmentfx.h
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/****************************************************************************
;
; MODULE: BloodTrailSegmentFX.h
;
; PURPOSE: Blood trail effect header
;
; HISTORY: Created by SCHLEGZ on 5/20/98 8:08:13 PM
;
; COMMENT: Copyright (c) 1997, Monolith Productions Inc.
;
****************************************************************************/
#ifndef __BLOOD_TRAIL_SEGMENT_FX_H__
#define __BLOOD_TRAIL_SEGMENT_FX_H__
#include "BaseParticleSystemFX.h"
struct BTSCREATESTRUCT : public SFXCREATESTRUCT
{
BTSCREATESTRUCT::BTSCREATESTRUCT();
DVector vColor1;
DFLOAT fLifeTime;
DFLOAT fOffsetTime;
DFLOAT fRadius;
DBYTE nNumPerPuff;
};
inline BTSCREATESTRUCT::BTSCREATESTRUCT()
{
memset(this, 0, sizeof(BTSCREATESTRUCT));
}
class CBloodTrailSegmentFX : public CBaseParticleSystemFX
{
public :
CBloodTrailSegmentFX() : CBaseParticleSystemFX()
{
VEC_INIT(m_vLastPos);
VEC_INIT(m_vColor1);
m_fLifeTime = 0.0f;
m_fOffsetTime = 0.0f;
m_nNumPerPuff = 1;
m_bFirstUpdate = DTRUE;
m_fLastTime = -1.0f;
m_fStartTime = -1.0f;
}
virtual DBOOL Init(SFXCREATESTRUCT* psfxCreateStruct);
virtual DBOOL CreateObject(CClientDE* pClientDE);
virtual DBOOL Update();
private :
DVector m_vLastPos; // Last blood particle position
DVector m_vColor1; // Color of darkest blood particles
DFLOAT m_fLifeTime; // How long system stays around
DFLOAT m_fStartTime; // When did we start this crazy thing
DFLOAT m_fOffsetTime; // Time between particles
DBYTE m_nNumPerPuff; // Number of particles per blood puff
DFLOAT m_fLastTime; // Last time we created some particles
DBOOL m_bFirstUpdate; // First update
};
#endif // __BLOOD_TRAIL_SEGMENT_FX_H__
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