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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 PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
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#define PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "passtime_ballcontroller.h"
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class CBaseEntity;
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//-----------------------------------------------------------------------------
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class CPasstimeBallControllerPlayerSeek : public CPasstimeBallController
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{
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public:
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CPasstimeBallControllerPlayerSeek();
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private:
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virtual bool IsActive() const OVERRIDE { return true; }
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virtual bool Apply( CPasstimeBall *ball ) OVERRIDE;
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virtual void OnDisabled() OVERRIDE { SetIsEnabled( true ); } // never actually disable
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virtual void OnBallSpawned( CPasstimeBall *ball ) OVERRIDE;
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CTFPlayer *FindTarget( CTFPlayer *pIgnorePlayer, const Vector& ballOrigin ) const;
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bool Seek( CPasstimeBall *ball, CTFPlayer *pTarget ) const;
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float m_fEnableTime;
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};
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#endif // PASSTIME_BALLCONTROLLER_PLAYERSEEK_H
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