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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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//=============================================================================//
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#ifndef TFC_BUILDING_H
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#define TFC_BUILDING_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseanimating.h"
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#include "tfc_shareddefs.h"
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class CTFBaseBuilding : public CBaseAnimating
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{
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public:
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EHANDLE real_owner;
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};
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class CTFTeleporter : public CTFBaseBuilding
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{
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public:
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void Spawn(void);
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void Precache(void);
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void EXPORT Teleporter_Explode( void );
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void EXPORT TeleporterThink( void );
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void EXPORT TeleporterTouch( CBaseEntity *pOther );
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Class_T Classify(void) { return CLASS_MACHINE; };
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int BloodColor( void ) { return DONT_BLEED; }
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void Remove( void );
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void TeamFortress_TakeEMPBlast(CBaseEntity* pevGren);
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void Finished( void );
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static CTFTeleporter *CreateTeleporter( Vector vecOrigin, Vector vecAngles, CBaseEntity *pOwner, int type );
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BOOL EngineerUse( CBasePlayer *pPlayer );
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void Killed( CBaseEntity *pevInflictor, CBaseEntity *pevAttacker, int iGib );
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void TeleporterSend( CBasePlayer *pPlayer );
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void TeleporterReceive( CBasePlayer *pPlayer, float flDelay );
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void TeleporterKilled( void );
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BOOL TeleportersReady( void );
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void TeleporterFadePlayer( int direction );
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void TeleporterProcessFade( void );
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void SetTeleporterRings( int state );
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void SetTeleporterParticles( int state );
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float GetDamageMultiplier( void );
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CTFTeleporter* FindMatch( void );
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const Vector& GetTeamColor( void );
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bool PlayerIsStandingOnTeleporter( CBaseEntity *pOther );
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CBasePlayer *m_pPlayer; // player being teleported
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float m_flInitialUseDelay;
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int m_iType; // entry or exit
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int m_iState; // state of the teleporter (idle, ready, sending, etc.)
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int m_iDestroyed; // has this teleporter been destroyed
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int m_iShardIndex; // Metal shards
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float m_flMyNextThink; // used to control the pace at which the teleporters work
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float m_flDamageDelay; // damage multiplier that slows the teleporters when they're damaged
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};
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#endif // TFC_BUILDING_H
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