Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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#ifndef _INCLUDED_ASW_HOLO_SENTRY_H
#define _INCLUDED_ASW_HOLO_SENTRY_H
#pragma once
#ifdef CLIENT_DLL
#define CASW_Holo_Sentry C_ASW_Holo_Sentry
#endif
// This class is used to hint where sentries should be placed
class CASW_Holo_Sentry : public CBaseEntity
#ifndef CLIENT_DLL
, public CGameEventListener
#endif
{
public:
DECLARE_CLASS( CASW_Holo_Sentry, CBaseEntity );
DECLARE_NETWORKCLASS();
CASW_Holo_Sentry();
virtual ~CASW_Holo_Sentry();
virtual void UpdateOnRemove();
#ifndef CLIENT_DLL
public:
DECLARE_DATADESC();
static bool VismonEvaluator( CBaseEntity *pVisibleEntity, CBasePlayer *pViewingPlayer );
virtual void Precache();
virtual void Spawn();
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo ) { return FL_EDICT_ALWAYS; }
virtual void FireGameEvent( IGameEvent *event );
void CASW_Holo_Sentry::InputEnable( inputdata_t &inputdata );
void CASW_Holo_Sentry::InputDisable( inputdata_t &inputdata );
private:
COutputEvent m_OnSentryPlaced;
bool m_bStartDisabled;
#else
public:
virtual void OnDataChanged( DataUpdateType_t type );
private:
void CreateSentryBuildDisplay();
void DestroySentryBuildDisplay();
private:
CUtlReference<CNewParticleEffect> m_hSentryBuildDisplay;
#endif
private:
CNetworkVar( bool, m_bEnabled );
};
#endif /* _INCLUDED_ASW_HOLO_SENTRY_H */