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Oct 29th, 2016
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C++ 1.05 KB | None | 0 0
  1. #pragma once
  2. #include "Entities/Helpers/NativeEntityBase.h"
  3.  
  4. class CParticleEmitter
  5.     : public CGameObjectExtensionHelper<CParticleEmitter, CNativeEntityBase>
  6. {
  7. public:
  8.  
  9.     enum EInputPorts
  10.     {
  11.         eInputPort_TurnOn = 0,
  12.         eInputPort_TurnOff,
  13.         eInputPort_Num
  14.     };
  15.  
  16.     // Indices of the properties, registered in the Register function
  17.     enum EProperties
  18.     {
  19.         eProperty_Active = 0,
  20.         eProperty_EffectName,
  21.  
  22.         eNumProperties
  23.     };
  24.  
  25. public:
  26.     CParticleEmitter();
  27.     virtual ~CParticleEmitter() {};
  28.  
  29.  
  30.     virtual void PostInit(IGameObject *pGameObject) override;
  31.  
  32.     // CNativeEntityBase
  33.     virtual void ProcessEvent(SEntityEvent& event) override;
  34.     // ~CNativeEntityBase
  35.  
  36.     // Called to register the entity class and its properties
  37.     static void Register();
  38.  
  39.     // Called when one of the input Flowgraph ports are activated in one of the entity instances tied to this class
  40.     static void OnFlowgraphActivation(EntityId entityId, IFlowNode::SActivationInfo* pActInfo, const class CFlowGameEntityNode *pNode);
  41.  
  42. protected:
  43.     void Reset();
  44.  
  45.     int m_particleSlot;
  46. };
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