sqwarmed/sdk_src/game/server/swarm/asw_generic_emitter_entity.h

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2024-08-29 19:18:30 -04:00
#ifndef _INCLUDED_ASW_GENERIC_EMITTER_ENTITY_H
#define _INCLUDED_ASW_GENERIC_EMITTER_ENTITY_H
// Declare the sparkler entity for the server-side
class CASW_Emitter : public CBaseEntity
{
public:
DECLARE_SERVERCLASS();
DECLARE_CLASS( CASW_Emitter, CBaseEntity );
CASW_Emitter();
void Spawn( void );
void OnRestore();
void SetScale(float fScale, float fScaleRate=1.0f) { m_fDesiredScale = fScale; m_fScaleRate = fScaleRate; }
float GetScale() { return m_fScale; }
void UseTemplate(const char* szTemplateName);
void InputTurnOn( inputdata_t &input ); // Input function for toggling our effect's state
void InputTurnOff( inputdata_t &input ); // Input function for toggling our effect's state
//void InputSupplyParticles( inputdata_t &input ); // Input function for toggling our effect's state
//void InputReset( inputdata_t &input );
void InputToggle( inputdata_t &input ); // Input function for toggling our effect's state
private:
CNetworkVar( bool, m_bEmit ); // Marks whether the effect should be active or not
CNetworkString( m_szTemplateName, MAX_PATH );
//CNetworkVar( float, m_fScale );
float m_fScale;
CNetworkVar( float, m_fDesiredScale );
CNetworkVar( float, m_fScaleRate );
bool m_bSetTemplateName;
string_t m_szTemplate;
DECLARE_DATADESC();
};
#endif /* _INCLUDED_ASW_GENERIC_EMITTER_ENTITY_H */