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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 SCRIPT_INTRO_H
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#define SCRIPT_INTRO_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CPointCamera;
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//-----------------------------------------------------------------------------
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// Purpose: An entity that's used to control the intro sequence
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//-----------------------------------------------------------------------------
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class CScriptIntro : public CBaseEntity
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{
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DECLARE_CLASS(CScriptIntro, CBaseEntity);
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache();
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virtual void Activate( void );
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virtual int UpdateTransmitState(void);
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// Inputs
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void InputSetPlayerViewEntity( inputdata_t &inputdata );
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void InputSetCameraViewEntity( inputdata_t &inputdata );
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void InputSetBlendMode( inputdata_t &inputdata );
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void InputSetNextBlendMode( inputdata_t &inputdata );
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void InputSetNextFOV( inputdata_t &inputdata );
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void InputSetFOVBlendTime( inputdata_t &inputdata );
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void InputSetFOV( inputdata_t &inputdata );
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void InputSetNextBlendTime( inputdata_t &inputdata );
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void InputActivate( inputdata_t &inputdata );
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void InputDeactivate( inputdata_t &inputdata );
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void InputFadeTo( inputdata_t &inputdata );
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void InputSetFadeColor( inputdata_t &inputdata );
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bool GetIncludedPVSOrigin( Vector *pOrigin, CBaseEntity **ppCamera );
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private:
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// Think func used to finish the blend off
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void BlendComplete( );
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private:
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CNetworkVar( Vector, m_vecPlayerView );
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CNetworkVar( QAngle, m_vecPlayerViewAngles );
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CNetworkVar( Vector, m_vecCameraView );
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CNetworkVar( QAngle, m_vecCameraViewAngles );
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CNetworkVar( int, m_iBlendMode );
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CNetworkVar( int, m_iNextBlendMode );
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CNetworkVar( float, m_flNextBlendTime );
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CNetworkVar( float, m_flBlendStartTime );
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CNetworkVar( int, m_iStartFOV );
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CNetworkVar( bool, m_bActive );
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// Fov & fov blends
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CNetworkVar( int, m_iNextFOV );
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CNetworkVar( float, m_flNextFOVBlendTime );
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CNetworkVar( float, m_flFOVBlendStartTime );
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CNetworkVar( int, m_iFOV );
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CNetworkVar( bool, m_bAlternateFOV );
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// Fades
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CNetworkArray( float, m_flFadeColor, 3 );
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CNetworkVar( float, m_flFadeAlpha);
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CNetworkVar( float, m_flFadeDuration );
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CNetworkVar( EHANDLE, m_hCameraEntity );
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int m_iQueuedBlendMode;
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int m_iQueuedNextBlendMode;
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};
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extern CHandle<CScriptIntro> g_hIntroScript;
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#endif // SCRIPT_INTRO_H
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