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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef RAGDOLLBOOGIE_H
#define RAGDOLLBOOGIE_H
#ifdef _WIN32
#pragma once
#endif
//-----------------------------------------------------------------------------
// Set this spawnflag before calling Spawn to get electrical effects
//-----------------------------------------------------------------------------
#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000
#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000
//-----------------------------------------------------------------------------
// Makes ragdolls DANCE!
//-----------------------------------------------------------------------------
class CRagdollBoogie : public CBaseEntity
{
DECLARE_DATADESC();
DECLARE_CLASS( CRagdollBoogie, CBaseEntity );
public:
static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 );
static void IncrementSuppressionCount( CBaseEntity *pTarget );
static void DecrementSuppressionCount( CBaseEntity *pTarget );
void Spawn();
private:
void AttachToEntity( CBaseEntity *pTarget );
void SetBoogieTime( float flStartTime, float flLengthTime );
void SetMagnitude( float flMagnitude );
void BoogieThink( void );
void ZapThink();
float m_flStartTime;
float m_flBoogieLength;
float m_flMagnitude;
int m_nSuppressionCount;
};
#endif // RAGDOLLBOOGIE_H
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