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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef TF_FLARE_H
#define TF_FLARE_H
#pragma once
#define SIGNALFLARE_NO_DLIGHT 0x01
#define SIGNALFLARE_NO_SMOKE 0x02
#define SIGNALFLARE_INFINITE 0x04
#define SIGNALFLARE_DURATION 5.0f
//=============================================================================
//
// Signal Flare Class
//
class CSignalFlare : public CBaseAnimating
{
DECLARE_CLASS( CSignalFlare, CBaseAnimating );
public:
DECLARE_DATADESC();
DECLARE_SERVERCLASS();
CSignalFlare( void );
static CSignalFlare *Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime );
// Initialization
void Spawn( void );
void Precache( void );
// Think and Touch
void FlareThink( void );
void FlareTouch( CBaseEntity *pOther );
public:
CBaseEntity *m_pOwner;
int m_nBounces; // how many times has this flare bounced?
CNetworkVar( float, m_flDuration ); // when will the flare burn out?
CNetworkVar( float, m_flScale );
float m_flNextDamage;
bool m_bFading;
CNetworkVar( bool, m_bLight );
CNetworkVar( bool, m_bSmoke );
};
EXTERN_SEND_TABLE( DT_SignalFlare );
#endif // TF_FLARE_H
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