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51 lines
1.1 KiB
51 lines
1.1 KiB
//========= Copyright © 1996-2005, 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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{
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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, 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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