//========= Copyright 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