Game client codebase including: - CharacterActionControl: Character and creature management - GlobalScript: Network, items, skills, quests, utilities - RYLClient: Main client application with GUI and event handlers - Engine: 3D rendering engine (RYLGL) - MemoryManager: Custom memory allocation - Library: Third-party dependencies (DirectX, boost, etc.) - Tools: Development utilities 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
49 lines
1.2 KiB
C++
49 lines
1.2 KiB
C++
// ParticleManager.h: interface for the CParticleManager class.
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//
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//////////////////////////////////////////////////////////////////////
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#if !defined(AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_)
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#define AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_
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#if _MSC_VER > 1000
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#pragma once
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#endif // _MSC_VER > 1000
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#include "Particle.h"
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#include "ScatterParticle.h"
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#include "CircleParticle.h"
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#include "SmokeParticle.h"
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#include <vector>
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enum PartcleType
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{
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MAGICMISSLE_PARTICLE=0,
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SMOKE_PARTICLE
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};
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class CParticleSequence
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{
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public:
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CParticleSequence()
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{
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m_ParticleSeq=0;
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};
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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bool Update(float fUpdateTime);
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std::vector<CParticle*> m_ParticleList;
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long m_ParticleSeq;
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};
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class CParticleManager
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{
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//static List<CParticle*> m_ParticleList;
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static std::vector<CParticleSequence*> m_ParticleList;
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public:
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void Update(float fUpdateTime);
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void Render(LPDIRECT3DDEVICE8 pd3dDevice);
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static CParticleSequence* AddParticle(PartcleType Type,vector3 vecPos,vector3 vecTarget);
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CParticleManager();
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virtual ~CParticleManager();
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};
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#endif // !defined(AFX_PARTICLEMANAGER_H__27AE095D_D9AF_4EE3_8304_21789A261BDB__INCLUDED_)
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