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2020-08-04 13:13:01 -04:00

60 lines
1.8 KiB
C++

//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef EFFECTS_H
#define EFFECTS_H
#ifdef _WIN32
#pragma once
#endif
class CBaseEntity;
class Vector;
//-----------------------------------------------------------------------------
// The rotor wash shooter. It emits gibs when pushed by a rotor wash
//-----------------------------------------------------------------------------
abstract_class IRotorWashShooter {
public:
virtual CBaseEntity *DoWashPush(float flWashStartTime,
const Vector &vecForce) = 0;
};
//-----------------------------------------------------------------------------
// Gets at the interface if the entity supports it
//-----------------------------------------------------------------------------
IRotorWashShooter *GetRotorWashShooter(CBaseEntity *pEntity);
class CEnvQuadraticBeam : public CPointEntity {
DECLARE_CLASS(CEnvQuadraticBeam, CPointEntity);
public:
void Spawn();
void SetSpline(const Vector &control, const Vector &target) {
m_targetPosition = target;
m_controlPosition = control;
}
void SetScrollRate(float rate) { m_scrollRate = rate; }
void SetWidth(float width) { m_flWidth = width; }
private:
CNetworkVector(m_targetPosition);
CNetworkVector(m_controlPosition);
CNetworkVar(float, m_scrollRate);
CNetworkVar(float, m_flWidth);
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
};
CEnvQuadraticBeam *CreateQuadraticBeam(const char *pSpriteName,
const Vector &start,
const Vector &control, const Vector &end,
float width, CBaseEntity *pOwner);
#endif // EFFECTS_H