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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 TESLA_H
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#define TESLA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseentity.h"
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class CTesla : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CTesla, CBaseEntity );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CTesla();
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virtual void Spawn();
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virtual void Activate();
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virtual void Precache();
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void InputTurnOn( inputdata_t &inputdata );
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void InputTurnOff( inputdata_t &inputdata );
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void InputDoSpark( inputdata_t &inputdata );
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void DoSpark();
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void ShootArcThink();
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void SetupForNextArc();
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CBaseEntity* GetSourceEntity();
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public:
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// Tesla parameters.
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string_t m_SourceEntityName; // Which entity the arcs come from.
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CNetworkVar( string_t, m_SoundName ); // What sound to play when arcing.
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color32 m_Color;
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int m_NumBeams[2]; // Number of beams per spark.
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float m_flRadius; // Radius it looks for surfaces to arc to.
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float m_flThickness[2]; // Beam thickness.
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float m_flTimeVisible[2]; // How long each beam stays around (min/max).
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float m_flArcInterval[2]; // Time between args (min/max).
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bool m_bOn;
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CNetworkVar( string_t, m_iszSpriteName );
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};
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#endif // TESLA_H
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