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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: A stationary tower that players can take cover in.
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//
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//=============================================================================//
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#ifndef TF_OBJ_TOWER_H
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#define TF_OBJ_TOWER_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CObjectTowerLadder;
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// ------------------------------------------------------------------------ //
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// Purpose: A stationary tower that players can take cover in.
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// ------------------------------------------------------------------------ //
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class CObjectTower : public CBaseObject
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{
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DECLARE_CLASS( CObjectTower, CBaseObject );
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public:
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DECLARE_SERVERCLASS();
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CObjectTower( void );
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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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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual void FinishedBuilding( void );
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private:
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CHandle<CObjectTowerLadder> m_hLadder;
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};
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//-----------------------------------------------------------------------------
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// Purpose: Ladder tower
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//-----------------------------------------------------------------------------
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class CObjectTowerLadder : public CBaseAnimating
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{
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DECLARE_CLASS( CObjectTowerLadder, CBaseAnimating );
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public:
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DECLARE_SERVERCLASS();
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static CObjectTowerLadder* Create( const Vector &vOrigin, const QAngle &vAngles, CBaseEntity *pParent );
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CObjectTowerLadder();
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void Spawn();
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void Precache();
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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public:
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EHANDLE m_hTower;
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};
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#endif // TF_OBJ_TOWER_H
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