Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENTITYDISSOLVE_H
#define ENTITYDISSOLVE_H
#ifdef _WIN32
#pragma once
#endif
class CEntityDissolve : public CBaseEntity { public: DECLARE_SERVERCLASS(); DECLARE_CLASS( CEntityDissolve, CBaseEntity );
CEntityDissolve( void ); ~CEntityDissolve( void );
static CEntityDissolve *Create( CBaseEntity *pTarget, const char *pMaterialName, float flStartTime, int nDissolveType = 0, bool *pRagdollCreated = NULL ); static CEntityDissolve *Create( CBaseEntity *pTarget, CBaseEntity *pSource ); void Precache(); void Spawn(); void AttachToEntity( CBaseEntity *pTarget ); void SetStartTime( float flStartTime ); void SetDissolverOrigin( Vector vOrigin ) { m_vDissolverOrigin = vOrigin; } void SetMagnitude( int iMagnitude ){ m_nMagnitude = iMagnitude; } void SetDissolveType( int iType ) { m_nDissolveType = iType; }
Vector GetDissolverOrigin( void ) { Vector vReturn = m_vDissolverOrigin; return vReturn; } int GetMagnitude( void ) { return m_nMagnitude; } int GetDissolveType( void ) { return m_nDissolveType; }
DECLARE_DATADESC();
CNetworkVar( float, m_flStartTime ); CNetworkVar( float, m_flFadeInStart ); CNetworkVar( float, m_flFadeInLength ); CNetworkVar( float, m_flFadeOutModelStart ); CNetworkVar( float, m_flFadeOutModelLength ); CNetworkVar( float, m_flFadeOutStart ); CNetworkVar( float, m_flFadeOutLength );
protected: void InputDissolve( inputdata_t &inputdata ); void DissolveThink( void ); void ElectrocuteThink( void );
CNetworkVar( int, m_nDissolveType ); CNetworkVector( m_vDissolverOrigin ); CNetworkVar( int, m_nMagnitude ); };
#endif // ENTITYDISSOLVE_H
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