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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Engineer's Dispenser
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_DISPENSER_H
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#define TF_OBJ_DISPENSER_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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#include "triggers.h"
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class CTFPlayer;
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#define DISPENSER_MAX_HEALTH 150
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#define DISPENSER_MINI_MAX_HEALTH 100
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#define DISPENSER_MINI_MAX_LEVEL 1
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#define DISPENSER_MINI_HEAL_RATE 10.0
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#define DISPENSER_MINI_AMMO_RATE 0.2
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#define DISPENSER_MINI_AMMO_THINK 0.5
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#define SF_DISPENSER_IGNORE_LOS (SF_BASEOBJ_INVULN<<1)
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#define SF_DISPENSER_DONT_HEAL_DISGUISED_SPIES (SF_BASEOBJ_INVULN<<2)
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// ------------------------------------------------------------------------ //
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// Repair Trigger
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// ------------------------------------------------------------------------ //
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class CDispenserTouchTrigger : public CBaseTrigger
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{
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DECLARE_CLASS( CDispenserTouchTrigger, CBaseTrigger );
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public:
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CDispenserTouchTrigger() {}
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void Spawn( void )
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{
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BaseClass::Spawn();
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AddSpawnFlags( SF_TRIGGER_ALLOW_CLIENTS );
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InitTrigger();
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}
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virtual void StartTouch( CBaseEntity *pEntity )
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{
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if ( PassesTriggerFilters( pEntity ) )
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{
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CBaseEntity *pParent = GetOwnerEntity();
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if ( pParent )
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{
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pParent->StartTouch( pEntity );
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}
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}
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}
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virtual void EndTouch( CBaseEntity *pEntity )
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{
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if ( PassesTriggerFilters( pEntity ) )
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{
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CBaseEntity *pParent = GetOwnerEntity();
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if ( pParent )
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{
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pParent->EndTouch( pEntity );
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}
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}
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}
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};
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// Ground placed version
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#define DISPENSER_MODEL_PLACEMENT "models/buildables/dispenser_blueprint.mdl"
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#define DISPENSER_MODEL_BUILDING "models/buildables/dispenser.mdl"
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#define DISPENSER_MODEL "models/buildables/dispenser_light.mdl"
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#define DISPENSER_MODEL_BUILDING_LVL2 "models/buildables/dispenser_lvl2.mdl"
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#define DISPENSER_MODEL_LVL2 "models/buildables/dispenser_lvl2_light.mdl"
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#define DISPENSER_MODEL_BUILDING_LVL3 "models/buildables/dispenser_lvl3.mdl"
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#define DISPENSER_MODEL_LVL3 "models/buildables/dispenser_lvl3_light.mdl"
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#ifdef STAGING_ONLY
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// Mini models
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#define MINI_DISPENSER_MODEL_PLACEMENT "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
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#define MINI_DISPENSER_MODEL_BUILDING "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
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#define MINI_DISPENSER_MODEL "models/workshop/buildables/mini_dispenser/mini_dispenser.mdl"
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#endif // STAGING_ONLY
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// ------------------------------------------------------------------------ //
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// Resupply object that's built by the player
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// ------------------------------------------------------------------------ //
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class CObjectDispenser : public CBaseObject
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{
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DECLARE_CLASS( CObjectDispenser, CBaseObject );
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public:
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DECLARE_SERVERCLASS();
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CObjectDispenser();
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~CObjectDispenser();
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static CObjectDispenser* Create(const Vector &vOrigin, const QAngle &vAngles);
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virtual void Spawn() OVERRIDE;
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virtual void FirstSpawn( void ) OVERRIDE;
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName ) OVERRIDE;
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virtual void Precache() OVERRIDE;
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virtual void DetonateObject( void ) OVERRIDE;
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virtual void DestroyObject( void ) OVERRIDE; // Silent cleanup
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virtual void OnGoActive( void );
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virtual void StartPlacement( CTFPlayer *pPlayer ) OVERRIDE;
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virtual bool StartBuilding( CBaseEntity *pBuilder ) OVERRIDE;
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virtual void SetStartBuildingModel( void ) OVERRIDE;
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virtual int DrawDebugTextOverlays(void) OVERRIDE;
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virtual void SetModel( const char *pModel ) OVERRIDE;
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virtual void InitializeMapPlacedObject( void ) OVERRIDE;
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virtual bool ShouldBeMiniBuilding( CTFPlayer* pPlayer ) OVERRIDE;
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virtual bool IsUpgrading( void ) const OVERRIDE { return ( m_iState == DISPENSER_STATE_UPGRADING ); }
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virtual void StartUpgrading( void ) OVERRIDE;
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virtual void FinishUpgrading( void ) OVERRIDE;
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virtual int DispenseMetal( CTFPlayer *pPlayer );
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virtual int GetAvailableMetal( void ) const;
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virtual void RefillThink( void );
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virtual void DispenseThink( void );
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virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
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virtual void Touch( CBaseEntity *pOther ) OVERRIDE;
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virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
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virtual const char* GetBuildingModel( int iLevel );
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virtual const char* GetFinishedModel( int iLevel );
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virtual const char* GetPlacementModel();
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virtual int ObjectCaps( void ) OVERRIDE { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); }
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virtual bool DispenseAmmo( CTFPlayer *pPlayer );
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virtual void DropSpellPickup() { /* DO NOTHING */ }
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virtual void DropDuckPickup() { /* DO NOTHING */ }
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virtual void DispenseSouls() { /* Do nothing */}
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virtual float GetHealRate() const;
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virtual void StartHealing( CBaseEntity *pOther );
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void StopHealing( CBaseEntity *pOther );
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void AddHealingTarget( CBaseEntity *pOther );
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bool RemoveHealingTarget( CBaseEntity *pOther );
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bool IsHealingTarget( CBaseEntity *pTarget );
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bool CouldHealTarget( CBaseEntity *pTarget );
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virtual float GetDispenserRadius( void );
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Vector GetHealOrigin( void );
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CUtlVector< EHANDLE > m_hHealingTargets;
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virtual void MakeMiniBuilding( CTFPlayer* pPlayer ) OVERRIDE;
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virtual void MakeCarriedObject( CTFPlayer *pCarrier );
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virtual int GetBaseHealth( void ) { return DISPENSER_MAX_HEALTH; }
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virtual int GetMaxUpgradeLevel( void ) OVERRIDE;
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virtual int GetMiniBuildingStartingHealth( void ) OVERRIDE { return DISPENSER_MINI_MAX_HEALTH; }
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CBaseEntity *GetTouchTrigger() const { return m_hTouchTrigger; }
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void DisableAmmoPickupSound() { m_bPlayAmmoPickupSound = false; }
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void DisableGenerateMetalSound() { m_bUseGenerateMetalSound = false; }
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private:
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virtual void PlayActiveSound();
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void ResetHealingTargets( void );
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protected:
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// The regular and mini dispenser can be repaired
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virtual bool CanBeRepaired() const OVERRIDE { return true; }
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CNetworkVar( int, m_iState );
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CNetworkVar( int, m_iAmmoMetal );
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CNetworkVar( int, m_iMiniBombCounter );
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bool m_bUseGenerateMetalSound;
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// Entities currently being touched by this trigger
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CUtlVector< EHANDLE > m_hTouchingEntities;
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float m_flNextAmmoDispense;
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bool m_bThrown;
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string_t m_iszCustomTouchTrigger;
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EHANDLE m_hTouchTrigger;
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DECLARE_DATADESC();
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private:
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CountdownTimer m_spellTimer;
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CountdownTimer m_duckTimer;
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CountdownTimer m_soulTimer;
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float m_flPrevRadius;
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bool m_bPlayAmmoPickupSound;
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};
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inline int CObjectDispenser::GetAvailableMetal( void ) const
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{
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return m_iAmmoMetal;
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}
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//------------------------------------------------------------------------------
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class CObjectCartDispenser : public CObjectDispenser
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{
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DECLARE_CLASS( CObjectCartDispenser, CObjectDispenser );
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public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CObjectCartDispenser();
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virtual void Spawn( void );
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virtual void OnGoActive( void );
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual int DispenseMetal( CTFPlayer *pPlayer );
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virtual void DropSpellPickup();
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virtual void DropDuckPickup();
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virtual void DispenseSouls() OVERRIDE;
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virtual bool CanBeUpgraded( CTFPlayer *pPlayer ){ return false; }
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virtual void SetModel( const char *pModel );
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void InputFireHalloweenBonus( inputdata_t &inputdata );
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void InputSetDispenserLevel( inputdata_t &inputdata );
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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};
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#endif // TF_OBJ_DISPENSER_H
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