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107 lines
2.4 KiB
C
107 lines
2.4 KiB
C
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "basehlcombatweapon.h"
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#include "soundenvelope.h"
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#ifndef WEAPON_FLAREGUN_H
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#define WEAPON_FLAREGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define SF_FLARE_NO_DLIGHT 0x00000001
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#define SF_FLARE_NO_SMOKE 0x00000002
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#define SF_FLARE_INFINITE 0x00000004
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#define SF_FLARE_START_OFF 0x00000008
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#define FLARE_DURATION 30.0f
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#define FLARE_DECAY_TIME 10.0f
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#define FLARE_BLIND_TIME 6.0f
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//---------------------
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// Flare
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//---------------------
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class CFlare : public CBaseCombatCharacter
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{
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public:
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DECLARE_CLASS( CFlare, CBaseCombatCharacter );
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CFlare();
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~CFlare();
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static CFlare * GetActiveFlares( void );
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CFlare * GetNextFlare( void ) const { return m_pNextFlare; }
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static CFlare *Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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void Spawn( void );
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void Precache( void );
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int Restore( IRestore &restore );
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void Activate( void );
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void StartBurnSound( void );
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void Start( float lifeTime );
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void Die( float fadeTime );
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void Launch( const Vector &direction, float speed );
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Class_T Classify( void );
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void FlareTouch( CBaseEntity *pOther );
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void FlareBurnTouch( CBaseEntity *pOther );
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void FlareThink( void );
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void InputStart( inputdata_t &inputdata );
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void InputDie( inputdata_t &inputdata );
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void InputLaunch( inputdata_t &inputdata );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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static CFlare *activeFlares;
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CBaseEntity *m_pOwner;
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int m_nBounces; // how many times has this flare bounced?
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CNetworkVar( float, m_flTimeBurnOut ); // when will the flare burn out?
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CNetworkVar( float, m_flScale );
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float m_flDuration;
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float m_flNextDamage;
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CSoundPatch *m_pBurnSound;
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bool m_bFading;
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CNetworkVar( bool, m_bLight );
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CNetworkVar( bool, m_bSmoke );
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CNetworkVar( bool, m_bPropFlare );
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bool m_bInActiveList;
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CFlare * m_pNextFlare;
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void RemoveFromActiveFlares( void );
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void AddToActiveFlares( void );
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};
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//---------------------
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// Flaregun
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//---------------------
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class CFlaregun:public CBaseHLCombatWeapon
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{
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public:
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DECLARE_CLASS( CFlaregun, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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void Precache( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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};
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#endif // WEAPON_FLAREGUN_H
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