//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============// // // Purpose: // // $NoKeywords: $ //=============================================================================// #ifndef ENVLASER_H #define ENVLASER_H #ifdef _WIN32 #pragma once #endif #include "baseentity.h" #include "beam_shared.h" #include "entityoutput.h" class CSprite; class CEnvLaser : public CBeam { DECLARE_CLASS( CEnvLaser, CBeam ); public: void Spawn( void ); void Precache( void ); bool KeyValue( const char *szKeyName, const char *szValue ); void TurnOn( void ); void TurnOff( void ); int IsOn( void ); void FireAtPoint( trace_t &point ); void StrikeThink( void ); void InputTurnOn( inputdata_t &inputdata ); void InputTurnOff( inputdata_t &inputdata ); void InputToggle( inputdata_t &inputdata ); DECLARE_DATADESC(); string_t m_iszLaserTarget; // Name of entity or entities to strike at, randomly picked if more than one match. CSprite *m_pSprite; string_t m_iszSpriteName; Vector m_firePosition; float m_flStartFrame; }; #endif // ENVLASER_H