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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//
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//=============================================================================
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#ifndef TF_OBJ_CATAPULT_H
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#define TF_OBJ_CATAPULT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_obj.h"
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class CTFPlayer;
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#define CATAPULT_MAX_HEALTH 150
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#ifdef STAGING_ONLY
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// ------------------------------------------------------------------------ //
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// Base catapult object
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// ------------------------------------------------------------------------ //
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class CObjectCatapult : public CBaseObject
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{
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DECLARE_CLASS( CObjectCatapult, CBaseObject );
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DECLARE_DATADESC();
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public:
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//DECLARE_SERVERCLASS();
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CObjectCatapult();
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virtual void Spawn();
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virtual void Precache();
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virtual bool IsPlacementPosValid( void );
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virtual void StartTouch( CBaseEntity *pOther );
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virtual void EndTouch( CBaseEntity *pOther );
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void CatapultThink();
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virtual void OnGoActive();
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// Wrench hits
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//virtual bool Command_Repair( CTFPlayer *pActivator, float flRepairMod );
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//virtual bool InputWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
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// Upgrading
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//virtual bool IsUpgrading( void ) const { return false; }
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//virtual bool CheckUpgradeOnHit( CTFPlayer *pPlayer );
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virtual int GetBaseHealth( void ) { return CATAPULT_MAX_HEALTH; }
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private:
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void Launch( CBaseEntity* pEnt );
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struct Jumper_t
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{
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CHandle< CBaseEntity > m_hJumper;
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float flTouchTime;
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};
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CUtlVector< Jumper_t > m_jumpers;
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};
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#endif // STAGING_ONLY
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#endif // TF_OBJ_CATAPULT_H
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