Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENV_ALYXEMP_SHARED_H
#define ENV_ALYXEMP_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "beam_shared.h"
enum
{
ALYXEMP_STATE_OFF,
ALYXEMP_STATE_CHARGING,
ALYXEMP_STATE_DISCHARGING,
};
class CAlyxEmpEffect : public CBaseEntity
{
DECLARE_CLASS( CAlyxEmpEffect, CBaseEntity );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
public:
void InputStartCharge( inputdata_t &inputdata );
void InputStartDischarge( inputdata_t &inputdata );
void InputStop( inputdata_t &inputdata );
void InputSetTargetEnt( inputdata_t &inputdata );
void StartCharge( float flDuration );
void StartDischarge();
void Stop( float flDuration );
void SetTargetEntity( CBaseEntity *pTarget );
void ActivateAutomatic( CBaseEntity *pAlyx, CBaseEntity *pTarget );
void AutomaticThink();
void Spawn( void );
void Precache( void );
void Activate( void );
private:
void SetTargetEntity( const char *szEntityName );
CHandle<CBeam> m_hBeam;
CHandle<CBaseEntity> m_hTargetEnt;
string_t m_strTargetName;
int m_nType; // What type of effect this is (small, large)
int m_iState;
bool m_bAutomated;
CNetworkVar( int, m_nState );
CNetworkVar( float, m_flDuration );
CNetworkVar( float, m_flStartTime );
};
#endif // ENV_ALYXEMP_SHARED_H