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