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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#ifndef ENVLASER_H
#define ENVLASER_H
#ifdef _WIN32
#pragma once
#endif
#include "baseentity.h"
#include "beam_shared.h"
#include "entityoutput.h"
class CSprite;
class CEnvLaser : public CBeam
{
DECLARE_CLASS( CEnvLaser, CBeam );
public:
void Spawn( void );
void Precache( void );
bool KeyValue( const char *szKeyName, const char *szValue );
void TurnOn( void );
void TurnOff( void );
int IsOn( void );
void FireAtPoint( trace_t &point );
void StrikeThink( void );
void InputTurnOn( inputdata_t &inputdata );
void InputTurnOff( inputdata_t &inputdata );
void InputToggle( inputdata_t &inputdata );
DECLARE_DATADESC();
string_t m_iszLaserTarget; // Name of entity or entities to strike at, randomly picked if more than one match.
CSprite *m_pSprite;
string_t m_iszSpriteName;
Vector m_firePosition;
float m_flStartFrame;
};
#endif // ENVLASER_H
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