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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: static_prop - don't move, don't animate, don't do anything.
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// physics_prop - move, take damage, but don't animate
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//
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//===========================================================================//
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#ifndef TF_PROPS_H
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#define TF_PROPS_H
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#include "props.h"
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#include "triggers.h"
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#include "tf_player.h"
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class CPropSoccerBall : public CPhysicsProp
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{
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DECLARE_CLASS( CPropSoccerBall, CPhysicsProp );
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public:
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CPropSoccerBall()
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: m_flNextAllowedImpactTime( 0.f ), m_hLastToucher( NULL )
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{}
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DECLARE_DATADESC()
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virtual void Precache();
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virtual void Spawn();
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// Here's the deal. The ball is a trigger, but triggers are not allowed to touch other triggers. To get around this,
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// we're going to specify the names of the triggers we actually want to touch and then we're going to manually try to
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// touch them. Our collision system is a vortex of insanity.
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void TriggerTouchThink();
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virtual void Activate() OVERRIDE;
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virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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virtual void VPhysicsCollision( int index, gamevcollisionevent_t *pEvent ){}
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void BallTouch( CBaseEntity *pOther );
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CTFPlayer *GetLastToucher( void ){ return m_hLastToucher.Get(); }
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virtual bool ShouldBlockNav() const OVERRIDE { return false; }
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private:
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string_t m_iszTriggers;
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float m_flNextAllowedImpactTime;
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CUtlVector< CBaseTrigger* > m_vecTriggers;
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CHandle< CTFPlayer > m_hLastToucher;
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};
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#endif // TF_PROPS_H
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