Modified source engine (2017) developed by valve and leaked in 2020. Not for commercial purporses
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENTITYFREEZING_H
#define ENTITYFREEZING_H
#ifdef _WIN32
#pragma once
#endif
class CEntityFreezing : public CBaseEntity
{
public:
DECLARE_SERVERCLASS();
DECLARE_CLASS( CEntityFreezing, CBaseEntity );
static CEntityFreezing *Create( CBaseAnimating *pTarget );
void Precache();
void Spawn();
void AttachToEntity( CBaseEntity *pTarget );
void SetFreezingOrigin( Vector vOrigin ) { m_vFreezingOrigin = vOrigin; }
Vector GetFreezingOrigin( void ) { return m_vFreezingOrigin; }
void SetFrozen( float flFrozen ){ m_flFrozen = flFrozen; }
int GetFrozen( void ) { return m_flFrozen; }
void FinishFreezing( void ) { m_bFinishFreezing = true; }
DECLARE_DATADESC();
protected:
void InputFreeze( inputdata_t &inputdata );
CNetworkVector( m_vFreezingOrigin );
CNetworkVar( float, m_flFrozen );
CNetworkVar( bool, m_bFinishFreezing );
public:
CNetworkArray( float, m_flFrozenPerHitbox, 50 );
};
#endif // ENTITYFREEZING_H