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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 C_PLAYERRELATIVEMODEL_H
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#define C_PLAYERRELATIVEMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_tf_player.h"
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#define PRM_PERMANENT -1
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//
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// Flags
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#define PRM_SPIN_Z (1<<0)
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//-----------------------------------------------------------------------------
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// Purpose: A clientside, visual only model that's positioned relative to players
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//-----------------------------------------------------------------------------
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class C_PlayerRelativeModel : public C_BaseAnimating
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{
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DECLARE_CLASS( C_PlayerRelativeModel, C_BaseAnimating );
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public:
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static C_PlayerRelativeModel *Create( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
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bool Initialize( const char *pszModelName, C_BaseEntity *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
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void SetLifetime( float flLifetime );
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void ClientThink( void );
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protected:
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float m_flExpiresAt;
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int m_iFlags;
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private:
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float m_flRotateAt;
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float m_flAnimateAt;
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float m_flScale;
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Vector m_vecOffsetPos;
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QAngle m_angleOffset;
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QAngle m_qOffsetRotation;
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float m_flAnimSpeed;
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};
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//-----------------------------------------------------------------------------
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// Purpose: A clientside, visual only model that's positioned relative to players
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//-----------------------------------------------------------------------------
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class C_MerasmusBombEffect : public C_PlayerRelativeModel
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{
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DECLARE_CLASS( C_MerasmusBombEffect, C_PlayerRelativeModel );
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public:
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static C_MerasmusBombEffect *Create( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime = 0.2, int iFlags = 0 );
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bool Initialize( const char *pszModelName, C_TFPlayer *pParent, Vector vecOffset, QAngle angleOffset, float flAnimSpeed, float flLifetime, int iFlags );
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void ClientThink( void );
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private:
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CNewParticleEffect *m_pBombonomiconBeam;
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CNewParticleEffect *m_pBombonomiconEffect;
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};
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#endif // C_PLAYERRELATIVEMODEL_H
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