Team Fortress 2 Source Code as on 22/4/2020
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//========= 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
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