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