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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Resource pump
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_RESOURCEPUMP_H
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#define TF_OBJ_RESOURCEPUMP_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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class CResourceZone;
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// ------------------------------------------------------------------------ //
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// Pump defines
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#define RESOURCEPUMP_MINS Vector(-20, -20, 0)
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#define RESOURCEPUMP_MAXS Vector( 20, 20, 140)
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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 CObjectResourcePump : public CBaseObject
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{
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DECLARE_CLASS( CObjectResourcePump, CBaseObject );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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static CObjectResourcePump* Create(const Vector &vOrigin, const QAngle &vAngles);
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CObjectResourcePump();
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virtual void Spawn();
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virtual void Activate( void );
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual void FinishedBuilding( void );
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void SetupPump( void );
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virtual void Precache();
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virtual bool CanTakeEMPDamage( void ) { return true; }
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virtual void ResourcePumpThink( void );
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virtual bool ClientCommand( CBaseTFPlayer *pPlayer, const CCommand &args );
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virtual void SetupTeamModel( void );
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// Gets the resource zone (may be NULL!)
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CResourceZone* GetResourceZone();
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private:
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float m_flPumpSpeed;
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CNetworkVar( int, m_iPumpLevel );
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};
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#endif // TF_OBJ_RESOURCEPUMP_H
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