//========= Copyright 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