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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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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_basetempentity.h"
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#include "IEffects.h"
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#include "tier0/vprof.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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//-----------------------------------------------------------------------------
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// Purpose: Energy Splash TE
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//-----------------------------------------------------------------------------
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class C_TEEnergySplash : public C_BaseTempEntity
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{
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public:
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DECLARE_CLIENTCLASS();
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C_TEEnergySplash( void );
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virtual ~C_TEEnergySplash( void );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void Precache( void );
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public:
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Vector m_vecPos;
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Vector m_vecDir;
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bool m_bExplosive;
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const struct model_t *m_pModel;
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEEnergySplash::C_TEEnergySplash( void )
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{
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m_vecPos.Init();
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m_vecDir.Init();
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m_bExplosive = false;
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m_pModel = NULL;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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C_TEEnergySplash::~C_TEEnergySplash( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void C_TEEnergySplash::Precache( void )
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{
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bool -
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//-----------------------------------------------------------------------------
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void C_TEEnergySplash::PostDataUpdate( DataUpdateType_t updateType )
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{
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VPROF( "C_TEEnergySplash::PostDataUpdate" );
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g_pEffects->EnergySplash( m_vecPos, m_vecDir, m_bExplosive );
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}
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void TE_EnergySplash( IRecipientFilter& filter, float delay,
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const Vector* pos, const Vector* dir, bool bExplosive )
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{
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g_pEffects->EnergySplash( *pos, *dir, bExplosive );
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}
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// Expose the TE to the engine.
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IMPLEMENT_CLIENTCLASS_EVENT( C_TEEnergySplash, DT_TEEnergySplash, CTEEnergySplash );
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BEGIN_RECV_TABLE_NOBASE(C_TEEnergySplash, DT_TEEnergySplash)
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RecvPropVector(RECVINFO(m_vecPos)),
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RecvPropVector(RECVINFO(m_vecDir)),
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RecvPropInt(RECVINFO(m_bExplosive)),
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END_RECV_TABLE()
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