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