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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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// $NoKeywords: $
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//
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//=============================================================================//
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#ifndef C_PLANTEDC4_H
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#define C_PLANTEDC4_H
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#include "cbase.h"
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#include "in_buttons.h"
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#include "decals.h"
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#include "c_cs_player.h"
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#include "utlvector.h"
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// ------------------------------------------------------------------------------------------ //
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// CPlantedC4 class.
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// For now to show the planted c4 on the radar - client proxy to remove the CBaseAnimating
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// network vars?
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// ------------------------------------------------------------------------------------------ //
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class C_PlantedC4 : public C_BaseAnimating
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{
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public:
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DECLARE_CLASS( C_PlantedC4, CBaseAnimating );
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DECLARE_CLIENTCLASS();
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C_PlantedC4();
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virtual ~C_PlantedC4();
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void Explode( void );
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void Spawn( void );
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virtual void SetDormant( bool bDormant );
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void ClientThink( void );
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int GetSecondsRemaining( void ) { return ceil( m_flC4Blow - gpGlobals->curtime ); }
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inline bool IsBombActive( void ) { return m_bBombTicking; }
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CNetworkVar( bool, m_bBombTicking );
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float m_flNextGlow;
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float m_flNextBeep;
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float m_flC4Blow;
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float m_flTimerLength;
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CNetworkVar( float, m_flDefuseLength );
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CNetworkVar( float, m_flDefuseCountDown );
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float GetDefuseProgress( void )
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{
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float flProgress = 1.0f;
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if( m_flDefuseLength > 0.0 )
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{
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flProgress = ( ( m_flDefuseCountDown - gpGlobals->curtime ) / m_flDefuseLength );
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}
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return flProgress;
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}
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float m_flNextRadarFlashTime; // next time to change flash state
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bool m_bRadarFlash; // is the flash on or off
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CNewParticleEffect *m_pC4Explosion; // client side explosion particle effect for the bomb
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};
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extern CUtlVector< C_PlantedC4* > g_PlantedC4s;
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#endif //C_PLANTEDC4_H
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