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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 "cbase.h"
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#include "hud.h"
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#include "c_obj_sapper.h"
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#include "c_tf_player.h"
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#include <igameevents.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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using namespace vgui;
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//-----------------------------------------------------------------------------
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// Purpose: Start thinking
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//-----------------------------------------------------------------------------
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void C_ObjectSapper::OnDataChanged( DataUpdateType_t type )
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{
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BaseClass::OnDataChanged( type );
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if ( type == DATA_UPDATE_CREATED )
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{
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SetNextClientThink( CLIENT_THINK_ALWAYS );
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}
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}
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//-----------------------------------------------------------------------------
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// Purpose: Create the sparking effect if we're built and ready
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//-----------------------------------------------------------------------------
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void C_ObjectSapper::ClientThink( void )
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{
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IGameEvent *event = gameeventmanager->CreateEvent( "building_info_changed" );
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if ( event )
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{
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event->SetInt( "building_type", OBJ_ATTACHMENT_SAPPER );
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event->SetInt( "object_mode", GetObjectMode() );
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gameeventmanager->FireEventClientSide( event );
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}
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}
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float C_ObjectSapper::GetReversesBuildingConstructionSpeed( void )
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{
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float flReverseSpeed = 0.0f;
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CALL_ATTRIB_HOOK_FLOAT_ON_OTHER( GetBuilder(), flReverseSpeed, sapper_degenerates_buildings );
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return flReverseSpeed;
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}
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IMPLEMENT_CLIENTCLASS_DT(C_ObjectSapper, DT_ObjectSapper, CObjectSapper)
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END_RECV_TABLE()
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