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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 TF_FLARE_H
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#define TF_FLARE_H
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#pragma once
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#define SIGNALFLARE_NO_DLIGHT 0x01
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#define SIGNALFLARE_NO_SMOKE 0x02
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#define SIGNALFLARE_INFINITE 0x04
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#define SIGNALFLARE_DURATION 5.0f
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//=============================================================================
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//
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// Signal Flare Class
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//
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class CSignalFlare : public CBaseAnimating
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{
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DECLARE_CLASS( CSignalFlare, CBaseAnimating );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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CSignalFlare( void );
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static CSignalFlare *Create( Vector vecOrigin, QAngle vecAngles, CBaseEntity *pOwner, float lifetime );
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// Initialization
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void Spawn( void );
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void Precache( void );
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// Think and Touch
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void FlareThink( void );
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void FlareTouch( CBaseEntity *pOther );
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public:
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CBaseEntity *m_pOwner;
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int m_nBounces; // how many times has this flare bounced?
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CNetworkVar( float, m_flDuration ); // when will the flare burn out?
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CNetworkVar( float, m_flScale );
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float m_flNextDamage;
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bool m_bFading;
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CNetworkVar( bool, m_bLight );
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CNetworkVar( bool, m_bSmoke );
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};
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EXTERN_SEND_TABLE( DT_SignalFlare );
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#endif // TF_FLARE_H
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