Portable Half-Life SDK. GoldSource and Xash3D. Crossplatform.
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// ---------------------------------------------------------------
// Zap Rift Entity
//
// AUTHOR
// Tyler Lund <halflife@bubblemod.org>
//
// 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