51 lines
1.1 KiB
C++
51 lines
1.1 KiB
C++
//========= 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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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,
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// 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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