//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // // $Workfile: $ // $Date: $ // //----------------------------------------------------------------------------- // $Log: $ // // $NoKeywords: $ //=============================================================================// //----------------------------------------------------------------------------- // Purpose: Dispatches a beam ring between two entities //----------------------------------------------------------------------------- #if !defined(TE_BASEBEAM_H) #define TE_BASEBEAM_H #ifdef _WIN32 #pragma once #endif #include "basetempentity.h" abstract_class CTEBaseBeam : public CBaseTempEntity { public: DECLARE_CLASS(CTEBaseBeam, CBaseTempEntity); DECLARE_SERVERCLASS(); public: CTEBaseBeam(const char* name); virtual ~CTEBaseBeam(void); virtual void Test(const Vector& current_origin, const QAngle& current_angles) = 0; public: CNetworkVar(int, m_nModelIndex); CNetworkVar(int, m_nHaloIndex); CNetworkVar(int, m_nStartFrame); CNetworkVar(int, m_nFrameRate); CNetworkVar(float, m_fLife); CNetworkVar(float, m_fWidth); CNetworkVar(float, m_fEndWidth); CNetworkVar(int, m_nFadeLength); CNetworkVar(float, m_fAmplitude); CNetworkVar(int, r); CNetworkVar(int, g); CNetworkVar(int, b); CNetworkVar(int, a); CNetworkVar(int, m_nSpeed); CNetworkVar(int, m_nFlags); }; EXTERN_SEND_TABLE(DT_BaseBeam); #endif // TE_BASEBEAM_H