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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Client's CObjectSentrygun
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef C_FUNC_RESOURCE_H
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#define C_FUNC_RESOURCE_H
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#include "commanderoverlay.h"
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#include "hud_minimap.h"
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//-----------------------------------------------------------------------------
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// Purpose: A resource zone
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//-----------------------------------------------------------------------------
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class C_ResourceZone : public C_BaseEntity
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{
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DECLARE_CLASS( C_ResourceZone, C_BaseEntity );
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public:
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DECLARE_PREDICTABLE();
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DECLARE_CLIENTCLASS();
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DECLARE_ENTITY_PANEL();
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DECLARE_MINIMAP_PANEL();
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C_ResourceZone();
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virtual void SetDormant( bool bDormant );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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const char *GetTargetDescription( void ) const;
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public:
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float m_flClientResources; // Amount of resources left
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int m_nResourcesLeft;
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};
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//-----------------------------------------------------------------------------
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// Purpose: A resource chunk spawning point in a resource zone
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//-----------------------------------------------------------------------------
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class C_ResourceSpawner : public C_BaseAnimating
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{
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DECLARE_CLASS( C_ResourceSpawner, C_BaseAnimating );
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public:
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DECLARE_CLIENTCLASS();
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C_ResourceSpawner();
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void SpawnEffect( bool bSpawningChunk );
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virtual void ClientThink( void );
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public:
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bool m_bActive;
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};
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#endif // C_FUNC_RESOURCE_H
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