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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_WALKER_STRIDER_H
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#define C_WALKER_STRIDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "c_walker_base.h"
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#include "c_rope.h"
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#define STRIDER_BEAM_LIFETIME 1.0
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#define STRIDER_BEAM_MATERIAL "sprites/physbeam"
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#define STRIDER_BEAM_WIDTH 25
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#define STRIDER_NUM_ROPES 6
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class CStriderBeamEffect
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{
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public:
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Vector m_vHitPos;
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float m_flStartTime;
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};
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class C_WalkerStrider : public C_WalkerBase
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{
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public:
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DECLARE_CLIENTCLASS();
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DECLARE_CLASS( C_WalkerStrider, C_WalkerBase );
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C_WalkerStrider();
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virtual ~C_WalkerStrider();
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// IClientThinkable.
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public:
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virtual void ClientThink();
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// C_BaseEntity.
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public:
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virtual void ReceiveMessage( int classID, bf_read &msg );
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virtual void OnDataChanged( DataUpdateType_t type );
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virtual bool ShouldPredict() { return false; }
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// C_BaseAnimating.
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public:
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virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
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virtual int DrawModel( int flags );
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private:
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C_WalkerStrider( const C_WalkerStrider &other ) {}
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bool m_bCrouched;
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CUtlLinkedList<CStriderBeamEffect,int> m_BeamEffects;
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CHandle<C_RopeKeyframe> m_hRopes[STRIDER_NUM_ROPES];
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};
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#endif // C_WALKER_STRIDER_H
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