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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_INFO_ACT_H
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#define C_INFO_ACT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#define ACT_NONE_SPECIFIED -1
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//-----------------------------------------------------------------------------
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// Purpose: Map entity that defines an act
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//-----------------------------------------------------------------------------
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class C_InfoAct : public C_BaseEntity
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{
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DECLARE_CLASS( C_InfoAct, C_BaseEntity );
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public:
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C_InfoAct();
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~C_InfoAct();
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DECLARE_CLIENTCLASS();
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virtual void OnPreDataChanged( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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void StartAct( float flStartTime );
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int GetActNumber( void ) { return m_iActNumber; }
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bool IsAWaitingAct( void );
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float RespawnTimeRemaining( int nTeam, int nTimer ) const;
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private:
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int m_iActNumber;
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int m_spawnflags;
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float m_flActTimeLimit;
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int m_nRespawn1Team1Time;
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int m_nRespawn1Team2Time;
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int m_nRespawn2Team1Time;
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int m_nRespawn2Team2Time;
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int m_nRespawnTeam1Delay;
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int m_nRespawnTeam2Delay;
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float m_flStartTime;
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float m_flPreviousTimeLimit;
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};
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extern CHandle<C_InfoAct> g_hCurrentAct;
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void StartAct( int iActNumber, float flStartTime );
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int GetCurrentActNumber( void );
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bool CurrentActIsAWaitingAct( void );
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#endif // C_INFO_ACT_H
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