This repository has been archived on 2024-06-13. You can view files and clone it, but cannot push or open issues or pull requests.
2020-08-04 13:13:01 -04:00

51 lines
1.1 KiB
C++

//========= 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