// --------------------------------------------------------------- // Zap Rift Entity // // AUTHOR // Tyler Lund // // LICENSE // // Permission is granted to anyone to use this software for // any purpose on any computer system, and to redistribute it // in any way, subject to the following restrictions: // // 1. The author is not responsible for the consequences of // use of this software, no matter how awful, even if they // arise from defects in it. // 2. The origin of this software must not be misrepresented, // either by explicit claim or by omission. // 3. Altered versions must be plainly marked as such, and // must not be misrepresented (by explicit claim or // omission) as being the original software. // 3a. It would be nice if I got a copy of your improved // version sent to halflife@bubblemod.org. // 4. This notice must not be removed or altered. // // --------------------------------------------------------------- #ifndef C_ZAP_RIFT #define C_ZAP_RIFT class CZapRift : public CPointEntity { public: void Spawn( void ); void Precache( void ); void EXPORT Animate( void ); Vector FindBeam( void ); int m_maxFrame; CSprite *m_pSprite; float m_fLifeSpan; float m_fNextElectrify; Vector m_vecZapDir; }; class CZapBounce : public CPointEntity { public: void Spawn( void ); void Precache( void ); void EXPORT BounceThink( void ); Vector m_vecStart; Vector m_vecDir; edict_t *pentIgnore; BOOL m_bFirstZap; float m_fDamage; int m_iBounce; }; #endif