mirror of
https://github.com/nillerusr/source-engine.git
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300 lines
7.9 KiB
C
300 lines
7.9 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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#ifndef PROP_COMBINE_BALL_H
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#define PROP_COMBINE_BALL_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Includes
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//-----------------------------------------------------------------------------
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#include "player_pickup.h" // for combine ball inheritance
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//-----------------------------------------------------------------------------
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// Forward declarations
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//-----------------------------------------------------------------------------
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class CFuncCombineBallSpawner;
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class CSpriteTrail;
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//-----------------------------------------------------------------------------
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// Looks for enemies, bounces a max # of times before it breaks
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//-----------------------------------------------------------------------------
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class CPropCombineBall : public CBaseAnimating, public CDefaultPlayerPickupVPhysics
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{
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public:
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DECLARE_CLASS( CPropCombineBall, CBaseAnimating );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Precache();
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virtual void Spawn();
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virtual void UpdateOnRemove();
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void StopLoopingSounds();
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virtual void OnPhysGunPickup( CBasePlayer *pPhysGunUser, PhysGunPickup_t reason );
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virtual void OnPhysGunDrop( CBasePlayer *pPhysGunUser, PhysGunDrop_t Reason );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent );
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virtual bool OverridePropdata();
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virtual bool CreateVPhysics();
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CFuncCombineBallSpawner *GetSpawner();
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virtual void ExplodeThink( void );
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// Override of IPlayerPickupVPhysics;
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virtual bool ShouldPuntUseLaunchForces( PhysGunForce_t reason ) { return ( reason == PHYSGUN_FORCE_PUNTED ); }
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void SetRadius( float flRadius );
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void SetSpeed( float flSpeed ) { m_flSpeed = flSpeed; }
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float GetSpeed( void ) const { return m_flSpeed; }
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void CaptureBySpawner( );
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bool IsBeingCaptured() const { return m_bCaptureInProgress; }
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void ReplaceInSpawner( float flSpeed );
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// Input
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void InputExplode( inputdata_t &inputdata );
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void InputFadeAndRespawn( inputdata_t &inputdata );
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void InputKill( inputdata_t &inputdata );
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void InputSocketed( inputdata_t &inputdata );
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enum
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{
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STATE_NOT_THROWN = 0,
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STATE_HOLDING,
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STATE_THROWN,
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STATE_LAUNCHED, //by a combine_ball launcher
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};
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void SetState( int state );
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bool IsInField() const;
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void StartWhizSoundThink( void );
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void StartLifetime( float flDuration );
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void ClearLifetime( );
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void SetMass( float mass );
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void SetWeaponLaunched( bool state = true ) { m_bWeaponLaunched = state; m_bLaunched = state; }
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bool WasWeaponLaunched( void ) const { return m_bWeaponLaunched; }
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bool WasFiredByNPC() const { return (GetOwnerEntity() && GetOwnerEntity()->IsNPC()); }
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bool ShouldHitPlayer() const;
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virtual CBasePlayer *HasPhysicsAttacker( float dt );
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void SetSpawner( CFuncCombineBallSpawner *pSpawner ) { m_hSpawner = pSpawner; }
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void NotifySpawnerOfRemoval( void );
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float LastCaptureTime() const;
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unsigned char GetState() const { return m_nState; }
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int NumBounces( void ) const { return m_nBounceCount; }
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void SetMaxBounces( int iBounces )
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{
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m_nMaxBounces = iBounces;
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}
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void SetEmitState( bool bEmit )
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{
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m_bEmit = bEmit;
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}
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void SetOriginalOwner( CBaseEntity *pEntity ) { m_hOriginalOwner = pEntity; }
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CBaseEntity *GetOriginalOwner() { return m_hOriginalOwner; }
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private:
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void SetPlayerLaunched( CBasePlayer *pOwner );
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float GetBallHoldDissolveTime();
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float GetBallHoldSoundRampTime();
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// Pow!
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void DoExplosion( );
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void StartAnimating( void );
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void StopAnimating( void );
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void SetBallAsLaunched( void );
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void CollisionEventToTrace( int index, gamevcollisionevent_t *pEvent, trace_t &tr );
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bool DissolveEntity( CBaseEntity *pEntity );
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void OnHitEntity( CBaseEntity *pHitEntity, float flSpeed, int index, gamevcollisionevent_t *pEvent );
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void DoImpactEffect( const Vector &preVelocity, int index, gamevcollisionevent_t *pEvent );
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// Bounce inside the spawner:
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void BounceInSpawner( float flSpeed, int index, gamevcollisionevent_t *pEvent );
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bool IsAttractiveTarget( CBaseEntity *pEntity );
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// Deflects the ball toward enemies in case of a collision
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void DeflectTowardEnemy( float flSpeed, int index, gamevcollisionevent_t *pEvent );
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// Is this something we can potentially dissolve?
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bool IsHittableEntity( CBaseEntity *pHitEntity );
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// Sucky.
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void WhizSoundThink();
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void DieThink();
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void DissolveThink();
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void DissolveRampSoundThink();
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void AnimThink( void );
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void FadeOut( float flDuration );
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bool OutOfBounces( void ) const
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{
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return ( m_nState == STATE_LAUNCHED && m_nMaxBounces != 0 && m_nBounceCount >= m_nMaxBounces );
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}
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private:
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int m_nBounceCount;
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int m_nMaxBounces;
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bool m_bBounceDie;
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float m_flLastBounceTime;
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bool m_bFiredGrabbedOutput;
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bool m_bStruckEntity; // Has hit an entity already (control accuracy)
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bool m_bWeaponLaunched; // Means this was fired from the AR2
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bool m_bForward; // Movement direction in ball spawner
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unsigned char m_nState;
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bool m_bCaptureInProgress;
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float m_flSpeed;
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CSpriteTrail *m_pGlowTrail;
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CSoundPatch *m_pHoldingSound;
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float m_flNextDamageTime;
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float m_flLastCaptureTime;
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CHandle < CFuncCombineBallSpawner > m_hSpawner;
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EHANDLE m_hOriginalOwner;
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CNetworkVar( bool, m_bEmit );
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CNetworkVar( bool, m_bHeld );
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CNetworkVar( bool, m_bLaunched );
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CNetworkVar( float, m_flRadius );
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};
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class CFuncCombineBallSpawner : public CBaseEntity
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{
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DECLARE_CLASS( CFuncCombineBallSpawner, CBaseEntity );
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DECLARE_DATADESC();
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public:
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CFuncCombineBallSpawner();
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virtual void Spawn();
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virtual void Precache();
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// Balls call this to figure out where to bounce to
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void GetTargetEndpoint( bool bForward, Vector *pVecEndpoint );
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// Balls call this when they've been removed from the spawner
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void RespawnBall( float flRespawnTime );
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void RespawnBallPostExplosion( void );
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// Fire ball grabbed output
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void BallGrabbed( CBaseEntity *pEntity );
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// Get speed of ball to place into the field
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float GetBallSpeed( ) const;
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// Register that a reflection occurred
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void RegisterReflection( CPropCombineBall *pBall, bool bForward );
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// Spawn a ball
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virtual void SpawnBall();
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private:
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// Choose a random point inside the cylinder
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void ChoosePointInCylinder( Vector *pVecPoint );
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// Choose a random point inside the box
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void ChoosePointInBox( Vector *pVecPoint );
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// Used to determine when to respawn balls
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void BallThink();
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// Input
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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// Fire ball grabbed output
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void GrabBallTouch( CBaseEntity *pOther );
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public:
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bool m_bShooter;
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float m_flBallRadius;
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float m_flBallRespawnTime;
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float m_flMinSpeed;
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float m_flMaxSpeed;
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private:
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CUtlVector< float > m_BallRespawnTime;
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int m_nBallCount;
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int m_nBallsRemainingInField;
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float m_flRadius;
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float m_flDisableTime;
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bool m_bEnabled;
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COutputEvent m_OnBallGrabbed;
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COutputEvent m_OnBallReinserted;
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COutputEvent m_OnBallHitTopSide;
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COutputEvent m_OnBallHitBottomSide;
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COutputEvent m_OnLastBallGrabbed;
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COutputEvent m_OnFirstBallReinserted;
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};
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class CPointCombineBallLauncher : public CFuncCombineBallSpawner
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{
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DECLARE_CLASS( CPointCombineBallLauncher, CFuncCombineBallSpawner );
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DECLARE_DATADESC();
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public:
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virtual void Spawn( void );
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virtual void SpawnBall( void );
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void InputLaunchBall ( inputdata_t &inputdata );
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CPointCombineBallLauncher();
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private:
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int m_iBounces;
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float m_flConeDegrees;
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string_t m_iszBullseyeName;
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};
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// Creates a combine ball
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CBaseEntity *CreateCombineBall( const Vector &origin, const Vector &velocity, float radius, float mass, float lifetime, CBaseEntity *pOwner );
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// Query function to find out if a physics object is a combine ball (used for collision checks)
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bool UTIL_IsCombineBall( CBaseEntity *pEntity );
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bool UTIL_IsCombineBallDefinite( CBaseEntity *pEntity );
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bool UTIL_IsAR2CombineBall( CBaseEntity *pEntity );
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#endif // PROP_COMBINE_BALL_H
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