sqwarmed/sdk_src/game/server/te_basebeam.h

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2024-08-29 19:18:30 -04:00
//========= Copyright <20> 1996-2005, 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