#ifndef PARTICLES_H #define PARTICLES_H .int dphitcontentsmask; entityclass(PointParticles) class(PointParticles) .int cnt; // effect number class(PointParticles) .vector velocity; // particle velocity class(PointParticles) .float waterlevel; // direction jitter class(PointParticles) .int count; // count multiplier class(PointParticles) .int impulse; // density class(PointParticles) .string noise; // sound class(PointParticles) .float atten; class(PointParticles) .float volume; class(PointParticles) .float absolute; // 1 = count per second is absolute, 2 = only spawn at toggle class(PointParticles) .vector movedir; // trace direction void Draw_PointParticles(); void Ent_PointParticles_Remove(); void Ent_PointParticles(); class(PointParticles) .float glow_color; // palette index void Draw_Rain(); void Draw_Snow(); void Ent_RainOrSnow(); void Net_ReadVortexBeamParticle(); #endif