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https://github.com/nillerusr/source-engine.git
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Clients CBaseObject
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_BASEOBJECT_H
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#define C_BASEOBJECT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseobject_shared.h"
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#include <vgui_controls/Panel.h>
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#include "particlemgr.h"
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#include "particle_prototype.h"
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#include "particle_util.h"
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#include "c_basecombatcharacter.h"
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#include "ihasbuildpoints.h"
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#include <vgui/ILocalize.h>
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class C_TFPlayer;
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// Max Length of ID Strings
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#define MAX_ID_STRING 256
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extern mstudioevent_t *GetEventIndexForSequence( mstudioseqdesc_t &seqdesc );
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DECLARE_AUTO_LIST( IBaseObjectAutoList );
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class C_BaseObject : public C_BaseCombatCharacter, public IHasBuildPoints, public ITargetIDProvidesHint, public IBaseObjectAutoList
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{
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DECLARE_CLASS( C_BaseObject, C_BaseCombatCharacter );
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public:
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DECLARE_CLIENTCLASS();
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C_BaseObject();
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~C_BaseObject( void );
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virtual void Spawn( void );
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virtual bool IsBaseObject( void ) const { return true; }
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virtual bool IsAnUpgrade(void ) const { return false; }
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virtual void SetType( int iObjectType );
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virtual void AddEntity();
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virtual void Select( void );
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void SetActivity( Activity act );
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Activity GetActivity( ) const;
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void SetObjectSequence( int sequence );
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virtual void ResetClientsideFrame( void );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual int GetHealth() const { return m_iHealth; }
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void SetHealth( int health ) { m_iHealth = health; }
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virtual int GetMaxHealth() const { return m_iMaxHealth; }
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int GetObjectFlags( void ) { return m_fObjectFlags; }
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void SetObjectFlags( int flags ) { m_fObjectFlags = flags; }
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// Derive to customize an object's attached version
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virtual void SetupAttachedVersion( void ) { return; }
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virtual const char *GetTargetDescription( void ) const;
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virtual const char *GetIDString( void );
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virtual bool IsValidIDTarget( void );
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virtual void GetTargetIDString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sIDString, int iMaxLenInBytes, bool bSpectator );
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virtual void GetTargetIDDataString( OUT_Z_BYTECAP(iMaxLenInBytes) wchar_t *sDataString, int iMaxLenInBytes );
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virtual bool ShouldBeActive( void );
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virtual void OnGoActive( void );
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virtual void OnGoInactive( void );
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virtual void UpdateOnRemove( void );
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C_TFPlayer *GetBuilder( void ) { return m_hBuilder; }
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virtual void SetDormant( bool bDormant );
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void SendClientCommand( const char *pCmd );
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virtual void FireEvent( const Vector& origin, const QAngle& angles, int event, const char *options );
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// Builder preview...
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void ActivateYawPreview( bool enable );
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void PreviewYaw( float yaw );
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bool IsPreviewingYaw() const;
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virtual void RecalculateIDString( void );
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int GetType() const { return m_iObjectType; }
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bool IsOwnedByLocalPlayer() const;
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C_TFPlayer *GetOwner();
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virtual void Simulate();
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virtual int DrawModel( int flags );
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float GetPercentageConstructed( void ) { return m_flPercentageConstructed; }
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bool IsPlacing( void ) const { return m_bPlacing; }
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bool IsBuilding( void ) const { return m_bBuilding; }
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virtual bool IsUpgrading( void ) const { return false; }
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bool IsCarried( void ) const { return m_bCarried; }
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float GetReversesBuildingConstructionSpeed( void );
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virtual void FinishedBuilding( void ) { return; }
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virtual const char* GetStatusName() const;
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// Object Previews
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void HighlightBuildPoints( int flags );
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bool HasSapper( void );
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bool IsPlasmaDisabled( void );
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virtual void OnStartDisabled( void );
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virtual void OnEndDisabled( void );
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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virtual bool ShouldPlayersAvoid( void );
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bool MustBeBuiltOnAttachmentPoint( void ) const;
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virtual bool IsHostileUpgrade( void ) { return false; }
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// For ordering in hud building status
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virtual int GetDisplayPriority( void );
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virtual const char *GetHudStatusIcon( void );
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virtual BuildingHudAlert_t GetBuildingAlertLevel( void );
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// Upgrading
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virtual int GetUpgradeLevel( void ) { return m_iUpgradeLevel; }
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int GetUpgradeMetal( void ) { return m_iUpgradeMetal; }
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virtual int GetUpgradeMetalRequired( void ) { return m_iUpgradeMetalRequired; }
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virtual void UpgradeLevelChanged() { return; }
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int GetHighestUpgradeLevel( void ) { return m_iHighestUpgradeLevel; }
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int GetObjectMode( void ) const { return m_iObjectMode; }
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// Shadows
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virtual ShadowType_t ShadowCastType( void ) OVERRIDE;
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// Stealth
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virtual float GetInvisibilityLevel( void );
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virtual void SetInvisibilityLevel( float flValue );
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bool IsEnteringOrExitingFullyInvisible( float flValue ) { return ( ( m_flInvisibilityPercent != 1.f && flValue == 1.f ) || ( m_flInvisibilityPercent == 1.f && flValue != 1.f ) ); }
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private:
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void StopAnimGeneratedSounds( void );
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public:
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// Client/Server shared build point code
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void CreateBuildPoints( void );
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void AddAndParseBuildPoint( int iAttachmentNumber, KeyValues *pkvBuildPoint );
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virtual int AddBuildPoint( int iAttachmentNum );
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virtual void AddValidObjectToBuildPoint( int iPoint, int iObjectType );
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virtual CBaseObject *GetBuildPointObject( int iPoint );
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bool IsBuiltOnAttachment( void ) { return m_hBuiltOnEntity.IsValid(); }
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void AttachObjectToObject( CBaseEntity *pEntity, int iPoint, Vector &vecOrigin );
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CBaseObject *GetParentObject( void );
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CBaseEntity *GetParentEntity( void );
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void SetBuildPointPassenger( int iPoint, int iPassenger );
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// Build points
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CUtlVector<BuildPoint_t> m_BuildPoints;
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bool IsDisabled( void ) { return m_bDisabled || m_bCarried; }
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// Shared placement
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bool VerifyCorner( const Vector &vBottomCenter, float xOffset, float yOffset );
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virtual bool IsPlacementPosValid( void );
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virtual float GetNearbyObjectCheckRadius( void ) { return 30.0; }
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virtual void OnPlacementStateChanged( bool bValidPlacement );
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bool ServerValidPlacement( void ); // allow server to trump our placement state
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bool WasLastPlacementPosValid( void ); // query if we're in a valid place, when we last tried to calculate it
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// IHasBuildPoints
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public:
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virtual int GetNumBuildPoints( void ) const;
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virtual bool GetBuildPoint( int iPoint, Vector &vecOrigin, QAngle &vecAngles );
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virtual int GetBuildPointAttachmentIndex( int iPoint ) const;
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virtual bool CanBuildObjectOnBuildPoint( int iPoint, int iObjectType );
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virtual void SetObjectOnBuildPoint( int iPoint, CBaseObject *pObject );
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virtual float GetMaxSnapDistance( int iBuildPoint );
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virtual bool ShouldCheckForMovement( void ) { return true; }
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virtual int GetNumObjectsOnMe( void );
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virtual CBaseObject *GetObjectOfTypeOnMe( int iObjectType );
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virtual void RemoveAllObjects( void );
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virtual int FindObjectOnBuildPoint( CBaseObject *pObject );
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virtual bool TestHitboxes( const Ray_t &ray, unsigned int fContentsMask, trace_t& tr );
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bool IsMiniBuilding() { return m_bMiniBuilding; }
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bool IsDisposableBuilding( void ) const { return m_bDisposableBuilding; }
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// ITargetIDProvidesHint
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public:
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virtual void DisplayHintTo( C_BasePlayer *pPlayer );
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virtual void GetGlowEffectColor( float *r, float *g, float *b );
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bool IsMapPlaced( void ){ return m_bWasMapPlaced; }
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protected:
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virtual void UpdateDamageEffects( BuildingDamageLevel_t damageLevel ) {} // default is no effects
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void UpdateDesiredBuildRotation( float flFrameTime );
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bool CalculatePlacementPos( void );
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protected:
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BuildingDamageLevel_t CalculateDamageLevel( void );
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char m_szIDString[ MAX_ID_STRING ];
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BuildingDamageLevel_t m_damageLevel;
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Vector m_vecBuildOrigin;
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Vector m_vecBuildCenterOfMass;
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// Upgrading
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int m_iUpgradeLevel;
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int m_iOldUpgradeLevel;
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int m_iUpgradeMetal;
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int m_iHighestUpgradeLevel;
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int m_iUpgradeMetalRequired;
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HPARTICLEFFECT m_hDamageEffects;
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private:
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enum
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{
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YAW_PREVIEW_OFF = 0,
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YAW_PREVIEW_ON,
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YAW_PREVIEW_WAITING_FOR_UPDATE
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};
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Activity m_Activity;
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int m_fObjectFlags;
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float m_fYawPreview;
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char m_YawPreviewState;
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CHandle< C_TFPlayer > m_hOldOwner;
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CHandle< C_TFPlayer > m_hBuilder;
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bool m_bWasActive;
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int m_iOldHealth;
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bool m_bHasSapper;
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bool m_bOldSapper;
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int m_iObjectType;
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int m_iHealth;
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int m_iMaxHealth;
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bool m_bWasBuilding;
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bool m_bBuilding;
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bool m_bWasPlacing;
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bool m_bPlacing;
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bool m_bDisabled;
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bool m_bOldDisabled;
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bool m_bCarried;
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bool m_bCarryDeploy;
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bool m_bOldCarryDeploy;
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bool m_bMiniBuilding;
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bool m_bDisposableBuilding;
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float m_flPercentageConstructed;
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EHANDLE m_hBuiltOnEntity;
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int m_iObjectMode;
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bool m_bPlasmaDisable;
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CNetworkVector( m_vecBuildMaxs );
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CNetworkVector( m_vecBuildMins );
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CNetworkVar( int, m_iDesiredBuildRotations );
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float m_flCurrentBuildRotation;
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int m_iLastPlacementPosValid; // -1 - init, 0 - invalid, 1 - valid
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CNetworkVar( bool, m_bServerOverridePlacement );
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int m_nObjectOldSequence;
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// used when calculating the placement position
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Vector m_vecBuildForward;
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float m_flBuildDistance;
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// Stealth
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float m_flInvisibilityPercent;
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float m_flPrevInvisibilityPercent;
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CNetworkVar( bool, m_bWasMapPlaced );
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private:
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C_BaseObject( const C_BaseObject & ); // not defined, not accessible
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};
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#endif // C_BASEOBJECT_H
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