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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 GRENADE_BUGBAIT_H
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#define GRENADE_BUGBAIT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "smoke_trail.h"
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#include "basegrenade_shared.h"
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//Radius of the bugbait's effect on other creatures
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extern ConVar bugbait_radius;
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extern ConVar bugbait_hear_radius;
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extern ConVar bugbait_distract_time;
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extern ConVar bugbait_grenade_radius;
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#define SF_BUGBAIT_SUPPRESS_CALL 0x00000001
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#define SF_BUGBAIT_NOT_THROWN 0x00000002 // Don't detect player throwing the bugbait near this point
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#define SF_BUGBAIT_NOT_SQUEEZE 0x00000004 // Don't detect player squeezing the bugbait
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//=============================================================================
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// Bugbait sensor
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//=============================================================================
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class CBugBaitSensor : public CPointEntity
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{
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public:
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DECLARE_CLASS( CBugBaitSensor, CPointEntity );
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DECLARE_DATADESC();
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CBugBaitSensor( void );
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~CBugBaitSensor( void );
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bool Baited( CBaseEntity *pOther )
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{
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if ( !m_bEnabled )
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return false;
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m_OnBaited.FireOutput( pOther, this );
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return true;
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}
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void InputEnable( inputdata_t &data )
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{
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m_bEnabled = true;
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}
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void InputDisable( inputdata_t &data )
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{
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m_bEnabled = false;
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}
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void InputToggle( inputdata_t &data )
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{
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m_bEnabled = !m_bEnabled;
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}
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bool SuppressCall( void )
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{
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return ( HasSpawnFlags( SF_BUGBAIT_SUPPRESS_CALL ) );
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}
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bool DetectsSqueeze( void )
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{
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return ( !HasSpawnFlags( SF_BUGBAIT_NOT_SQUEEZE ) );
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}
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bool DetectsThrown( void )
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{
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return ( !HasSpawnFlags( SF_BUGBAIT_NOT_THROWN ) );
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}
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float GetRadius( void ) const
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{
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if ( m_flRadius == 0 )
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return bugbait_radius.GetFloat();
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return m_flRadius;
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}
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bool IsDisabled( void ) const
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{
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return !m_bEnabled;
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}
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protected:
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float m_flRadius;
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bool m_bEnabled;
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COutputEvent m_OnBaited;
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public:
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CBugBaitSensor *m_pNext;
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};
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//
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// Bug Bait Grenade
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//
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class CGrenadeBugBait : public CBaseGrenade
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{
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DECLARE_CLASS( CGrenadeBugBait, CBaseGrenade );
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public:
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void Spawn( void );
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void Precache( void );
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void ThinkBecomeSolid( void );
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void SetGracePeriod( float duration );
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void BugBaitTouch( CBaseEntity *pOther );
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// Activate nearby bugbait targets
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static bool ActivateBugbaitTargets( CBaseEntity *pOwner, Vector vecOrigin, bool bSqueezed );
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DECLARE_DATADESC();
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protected:
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void CreateTarget( const Vector &position, CBaseEntity *pOther );
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float m_flGracePeriodEndsAt;
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SporeTrail *m_pSporeTrail;
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};
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extern CGrenadeBugBait *BugBaitGrenade_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const QAngle &angVelocity, CBaseEntity *owner );
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#endif // GRENADE_BUGBAIT_H
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