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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef EFFECTS_H
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#define EFFECTS_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseEntity;
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class Vector;
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//-----------------------------------------------------------------------------
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// The rotor wash shooter. It emits gibs when pushed by a rotor wash
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//-----------------------------------------------------------------------------
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abstract_class IRotorWashShooter
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{
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public:
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virtual CBaseEntity *DoWashPush( float flWashStartTime, const Vector &vecForce ) = 0;
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};
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//-----------------------------------------------------------------------------
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// Gets at the interface if the entity supports it
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//-----------------------------------------------------------------------------
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IRotorWashShooter *GetRotorWashShooter( CBaseEntity *pEntity );
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class CEnvQuadraticBeam : public CPointEntity
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{
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DECLARE_CLASS( CEnvQuadraticBeam, CPointEntity );
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public:
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void Spawn();
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void SetSpline( const Vector &control, const Vector &target )
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{
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m_targetPosition = target;
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m_controlPosition = control;
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}
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void SetScrollRate( float rate )
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{
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m_scrollRate = rate;
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}
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void SetWidth( float width )
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{
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m_flWidth = width;
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}
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private:
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CNetworkVector( m_targetPosition );
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CNetworkVector( m_controlPosition );
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CNetworkVar( float, m_scrollRate );
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CNetworkVar( float, m_flWidth );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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};
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CEnvQuadraticBeam *CreateQuadraticBeam( const char *pSpriteName, const Vector &start, const Vector &control, const Vector &end, float width, CBaseEntity *pOwner );
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#endif // EFFECTS_H
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