51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#pragma once
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/**
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* @file
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*
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* Internal header for particle manager
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*/
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//TODO: remove this once the clamp macro has been removed
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#undef clamp
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#include <algorithm>
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#include <cstddef>
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#include "CFrustum.h"
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constexpr std::size_t MaxForceElements = 128;
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inline CFrustum g_cFrustum;
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inline float g_flGravity;
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inline float g_flOldTime;
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inline Vector g_vViewAngles;
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inline bool IsGamePaused()
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{
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return gEngfuncs.GetClientTime() == g_flOldTime;
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}
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struct ForceMember
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{
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Vector m_vOrigin;
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Vector m_vDirection;
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float m_flRadius;
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float m_flStrength;
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float m_flDieTime;
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};
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