source-engine/game/shared/hl2/citadel_effects_shared.h

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2020-04-22 16:56:21 +00:00
//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=============================================================================//
#ifndef CITADEL_EFFECTS_SHARED_H
#define CITADEL_EFFECTS_SHARED_H
#ifdef _WIN32
#pragma once
#endif
#define SF_ENERGYCORE_NO_PARTICLES (1<<0)
#define SF_ENERGYCORE_START_ON (1<<1)
enum
{
ENERGYCORE_STATE_OFF,
ENERGYCORE_STATE_CHARGING,
ENERGYCORE_STATE_DISCHARGING,
};
#ifndef CLIENT_DLL
// ============================================================================
//
// Energy core - charges up and then releases energy from its position
//
// ============================================================================
class CCitadelEnergyCore : public CBaseEntity
{
DECLARE_CLASS( CCitadelEnergyCore, CBaseEntity );
DECLARE_SERVERCLASS();
DECLARE_DATADESC();
public:
void InputStartCharge( inputdata_t &inputdata );
void InputStartDischarge( inputdata_t &inputdata );
void InputStop( inputdata_t &inputdata );
void SetScale( float flScale ) { m_flScale = flScale; }
void StartCharge( float flWarmUpTime );
void StartDischarge();
void StopDischarge( float flCoolDownTime );
virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
virtual int UpdateTransmitState( void );
virtual void Precache();
void Spawn( void );
private:
CNetworkVar( float, m_flScale );
CNetworkVar( int, m_nState );
CNetworkVar( float, m_flDuration );
CNetworkVar( float, m_flStartTime );
};
#endif
#endif // CITADEL_EFFECTS_SHARED_H