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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_OBJ_EMPGENERATOR_H
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#define TF_OBJ_EMPGENERATOR_H
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#ifdef _WIN32
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#pragma once
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#endif
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// ------------------------------------------------------------------------ //
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// EMP Generator defines
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#define EMPGENERATOR_MINS Vector(-20, -20, 0)
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#define EMPGENERATOR_MAXS Vector( 20, 20, 90)
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#define EMPGENERATOR_RADIUS 400
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#define EMPGENERATOR_LIFETIME 15
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#define EMPGENERATOR_RATE 3 // Rate at which it looks for enemies to EMP
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#define EMPGENERATOR_EMP_TIME 5
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#define EMPGENERATOR_MODEL "models/objects/obj_antimortar.mdl"
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// ------------------------------------------------------------------------ //
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// EMP Generator Combat Object
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// ------------------------------------------------------------------------ //
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class CObjectEMPGenerator : public CBaseObject
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{
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DECLARE_CLASS( CObjectEMPGenerator, CBaseObject );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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static CObjectEMPGenerator* Create(const Vector &vOrigin, const QAngle &vAngles);
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CObjectEMPGenerator();
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virtual void Spawn();
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virtual void Precache();
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virtual bool CanTakeEMPDamage( void ) { return true; }
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// EMP
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virtual void EMPThink( void );
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private:
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float m_flExpiresAt;
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};
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#endif // TF_OBJ_EMPGENERATOR_H
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