Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef ENV_ALYXEMP_SHARED_H
#define ENV_ALYXEMP_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#include "beam_shared.h"
enum { ALYXEMP_STATE_OFF, ALYXEMP_STATE_CHARGING, ALYXEMP_STATE_DISCHARGING, };
class CAlyxEmpEffect : public CBaseEntity { DECLARE_CLASS( CAlyxEmpEffect, CBaseEntity ); DECLARE_SERVERCLASS(); DECLARE_DATADESC();
public:
void InputStartCharge( inputdata_t &inputdata ); void InputStartDischarge( inputdata_t &inputdata ); void InputStop( inputdata_t &inputdata ); void InputSetTargetEnt( inputdata_t &inputdata );
void StartCharge( float flDuration ); void StartDischarge(); void Stop( float flDuration ); void SetTargetEntity( CBaseEntity *pTarget );
void ActivateAutomatic( CBaseEntity *pAlyx, CBaseEntity *pTarget ); void AutomaticThink();
void Spawn( void ); void Precache( void ); void Activate( void );
private:
void SetTargetEntity( const char *szEntityName ); CHandle<CBeam> m_hBeam; CHandle<CBaseEntity> m_hTargetEnt; string_t m_strTargetName; int m_nType; // What type of effect this is (small, large)
int m_iState; bool m_bAutomated;
CNetworkVar( int, m_nState ); CNetworkVar( float, m_flDuration ); CNetworkVar( float, m_flStartTime ); };
#endif // ENV_ALYXEMP_SHARED_H
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