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

57 lines
1.5 KiB
C++

//========= 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