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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Play VCD on taunt prop
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "c_basecombatcharacter.h"
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#include "choreoevent.h"
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#include "c_sceneentity.h"
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#include "c_tf_taunt_prop.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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IMPLEMENT_CLIENTCLASS_DT( C_TFTauntProp, DT_TFTauntProp, CTFTauntProp )
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END_RECV_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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bool C_TFTauntProp::StartSceneEvent( CSceneEventInfo *info, CChoreoScene *scene, CChoreoEvent *event, CChoreoActor *actor, CBaseEntity *pTarget )
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{
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switch ( event->GetType() )
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{
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case CChoreoEvent::SEQUENCE:
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case CChoreoEvent::GESTURE:
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{
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// Get the (gesture) sequence.
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info->m_nSequence = LookupSequence( event->GetParameters() );
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if ( info->m_nSequence < 0 )
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return false;
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SetSequence( info->m_nSequence );
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SetPlaybackRate( 1.0f );
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SetCycle( scene->GetTime() / scene->GetDuration() );
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}
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return true;
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default:
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return BaseClass::StartSceneEvent( info, scene, event, actor, pTarget );
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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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bool C_TFTauntProp::ClearSceneEvent( CSceneEventInfo *info, bool fastKill, bool canceled )
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{
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switch ( info->m_pEvent->GetType() )
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{
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case CChoreoEvent::SEQUENCE:
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case CChoreoEvent::GESTURE:
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//return StopGestureSceneEvent( info, fastKill, canceled );
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default:
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return BaseClass::ClearSceneEvent( info, fastKill, canceled );
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}
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}
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