Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: CTF AmmoPack.
//
//=============================================================================//
#ifndef TF_HALLOWEEN_SOULS_PICUP_H
#define TF_HALLOWEEN_SOULS_PICUP_H
#ifdef _WIN32
#pragma once
#endif
#ifdef CLIENT_DLL
#define CHalloweenSoulPack C_HalloweenSoulPack
#endif
class CHalloweenSoulPack : public CBaseEntity { public: DECLARE_CLASS( CHalloweenSoulPack, CBaseEntity )
DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE();
CHalloweenSoulPack(); ~CHalloweenSoulPack();
virtual void Spawn() OVERRIDE; virtual void Precache() OVERRIDE;
#ifdef GAME_DLL
void SetAmount( int nAmount ) { m_nAmount = nAmount; } void SetFlyDuration( float flDuration ) { m_flDuration = flDuration; } void SetTarget( CBaseEntity *pTarget ) { m_hTarget = pTarget; } void ItemTouch( CBaseEntity *pOther ); virtual int UpdateTransmitState() OVERRIDE; #else
virtual void OnDataChanged( DataUpdateType_t type ) OVERRIDE; virtual void ClientThink() OVERRIDE; #endif
private: void FlyThink( void ); void FlyTowardsTargetEntity( void ); void InitSplineData( void );
#ifdef GAME_DLL
int m_nAmount; const char *m_pszParticleName; #endif
CNetworkHandle( CBaseEntity, m_hTarget ); float m_flCreationTime;
CNetworkVector( m_vecPreCurvePos ); CNetworkVector( m_vecStartCurvePos ); CNetworkVar( float, m_flDuration ); };
#endif // TF_HALLOWEEN_SOULS_PICUP_H
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