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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 RESOURCE_CHUNK_H
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#define RESOURCE_CHUNK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "props.h"
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class CResourceZone;
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extern ConVar resource_chunk_value;
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extern ConVar resource_chunk_processed_value;
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//-----------------------------------------------------------------------------
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// Purpose: A resource chunk that's harvestable by a player
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//-----------------------------------------------------------------------------
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class CResourceChunk : public CBaseProp
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{
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DECLARE_CLASS( CResourceChunk, CBaseProp );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void UpdateOnRemove( void );
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void ChunkTouch( CBaseEntity *pOther );
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void ChunkRemove( void );
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virtual bool IsStandable( const CBaseEntity *pStander ) { return true; } // can pStander stand on this entity?
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virtual bool IsProcessed( void ) { return m_bIsProcessed; };
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float GetResourceValue( void );
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static CResourceChunk *Create( bool bProcessed, const Vector &vecOrigin, const Vector &vecVelocity );
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public:
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CHandle<CResourceZone> m_hZone;
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bool m_bIsProcessed;
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bool m_bBeingCollected;
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};
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#endif // RESOURCE_CHUNK_H
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