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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 FUNC_BULLETSHIELD_H
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#define FUNC_BULLETSHIELD_H
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#ifdef _WIN32
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#pragma once
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#endif
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//!! replace this with generic start enabled/disabled
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#define SF_WALL_START_OFF 0x0001
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#define SF_IGNORE_PLAYERUSE 0x0002
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#include "modelentities.h"
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//-----------------------------------------------------------------------------
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// Purpose: shield that stops bullets, but not other objects
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// enabled state: brush is visible
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// disabled staute: brush not visible
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//-----------------------------------------------------------------------------
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class CFuncBulletShield : public CFuncBrush
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{
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public:
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DECLARE_CLASS( CFuncBulletShield, CFuncBrush );
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DECLARE_DATADESC();
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virtual void Spawn( void );
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bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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/*
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bool CreateVPhysics( void );
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virtual int ObjectCaps( void ) { return HasSpawnFlags(SF_IGNORE_PLAYERUSE) ? BaseClass::ObjectCaps() : BaseClass::ObjectCaps() | FCAP_IMPULSE_USE; }
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virtual int DrawDebugTextOverlays( void );
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void TurnOff( void );
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void TurnOn( void );
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// Input handlers
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void InputTurnOff( inputdata_t &inputdata );
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void InputTurnOn( inputdata_t &inputdata );
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void InputToggle( inputdata_t &inputdata );
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enum BrushSolidities_e {
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BRUSHSOLID_TOGGLE = 0,
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BRUSHSOLID_NEVER = 1,
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BRUSHSOLID_ALWAYS = 2,
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};
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BrushSolidities_e m_iSolidity;
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int m_iDisabled;
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bool m_bSolidBsp;
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string_t m_iszExcludedClass;
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bool m_bInvertExclusion;
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DECLARE_DATADESC();
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virtual bool IsOn( void );
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*/
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};
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#endif // MODELENTITIES_H
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