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