Counter Strike : Global Offensive Source Code
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  1. //========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
  2. //
  3. // Purpose:
  4. //
  5. // $Workfile: $
  6. // $Date: $
  7. //
  8. //-----------------------------------------------------------------------------
  9. // $Log: $
  10. //
  11. // $NoKeywords: $
  12. //=============================================================================//
  13. //-----------------------------------------------------------------------------
  14. // Purpose: Dispatches a beam ring between two entities
  15. //-----------------------------------------------------------------------------
  16. #if !defined( TE_BASEBEAM_H )
  17. #define TE_BASEBEAM_H
  18. #ifdef _WIN32
  19. #pragma once
  20. #endif
  21. #include "basetempentity.h"
  22. abstract_class CTEBaseBeam : public CBaseTempEntity
  23. {
  24. public:
  25. DECLARE_CLASS( CTEBaseBeam, CBaseTempEntity );
  26. DECLARE_SERVERCLASS();
  27. public:
  28. CTEBaseBeam( const char *name );
  29. virtual ~CTEBaseBeam( void );
  30. virtual void Test( const Vector& current_origin, const QAngle& current_angles ) = 0;
  31. public:
  32. CNetworkVar( int, m_nModelIndex );
  33. CNetworkVar( int, m_nHaloIndex );
  34. CNetworkVar( int, m_nStartFrame );
  35. CNetworkVar( int, m_nFrameRate );
  36. CNetworkVar( float, m_fLife );
  37. CNetworkVar( float, m_fWidth );
  38. CNetworkVar( float, m_fEndWidth );
  39. CNetworkVar( int, m_nFadeLength );
  40. CNetworkVar( float, m_fAmplitude );
  41. CNetworkVar( int, r );
  42. CNetworkVar( int, g );
  43. CNetworkVar( int, b );
  44. CNetworkVar( int, a );
  45. CNetworkVar( int, m_nSpeed );
  46. CNetworkVar( int, m_nFlags );
  47. };
  48. EXTERN_SEND_TABLE(DT_BaseBeam);
  49. #endif // TE_BASEBEAM_H