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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 WEAPON_C4_H
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#define WEAPON_C4_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_csbase.h"
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#include "utlvector.h"
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#define NUM_BEEPS 7
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#if defined( CLIENT_DLL )
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#define CC4 C_C4
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#else
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// ------------------------------------------------------------------------------------------ //
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// CPlantedC4 class.
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// ------------------------------------------------------------------------------------------ //
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class CPlantedC4 : public CBaseAnimating
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{
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public:
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DECLARE_CLASS( CPlantedC4, CBaseAnimating );
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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DECLARE_PREDICTABLE();
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CPlantedC4();
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virtual ~CPlantedC4();
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virtual int UpdateTransmitState();
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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static CPlantedC4* ShootSatchelCharge( CCSPlayer *pevOwner, Vector vecStart, QAngle vecAngles );
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virtual void Precache();
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// Set these flags so CTs can use the C4 to disarm it.
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virtual int ObjectCaps() { return BaseClass::ObjectCaps() | (FCAP_CONTINUOUS_USE | FCAP_USE_IN_RADIUS); }
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void SetBombSiteIndex( int iIndex ){ m_iBombSiteIndex = iIndex; }
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inline bool IsBombActive( void ) { return m_bBombTicking; }
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Accessors related to planting of the bomb
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//=============================================================================
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CCSPlayer* GetPlanter() { return m_pPlanter; }
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void SetPlanter(CCSPlayer* player) { m_pPlanter = player; }
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void SetPlantedAfterPickup (bool plantedAfterPickup) { m_bPlantedAfterPickup = plantedAfterPickup; }
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//=============================================================================
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// HPE_END
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//=============================================================================
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public:
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CNetworkVar( bool, m_bBombTicking );
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CNetworkVar( float, m_flC4Blow );
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private:
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void Init( CCSPlayer *pevOwner, Vector vecStart, QAngle vecAngles );
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void C4Think();
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// This becomes the think function when the timer has expired and it is about to explode.
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void DetonateThink();
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void Explode( trace_t *pTrace, int bitsDamageType );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// Replicate timer length to the client for effects
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CNetworkVar( float, m_flTimerLength );
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// Info for defusing.
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CHandle<CCSPlayer> m_pBombDefuser;
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float m_flNextDefuse;
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bool m_bStartDefuse;
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int m_iBombSiteIndex;
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CNetworkVar( float, m_flDefuseLength ); //How long does the defuse take? Depends on if a defuser was used
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CNetworkVar( float, m_flDefuseCountDown ); //What time does the defuse complete?
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// Control panel
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void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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void GetControlPanelClassName( int nPanelIndex, const char *&pPanelName );
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void SpawnControlPanels();
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typedef CHandle<CVGuiScreen> ScreenHandle_t;
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CUtlVector<ScreenHandle_t> m_hScreens;
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int m_iProgressBarTime;
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//=============================================================================
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// HPE_BEGIN:
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//=============================================================================
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// [tj] We need to store who planted the bomb so we can track who deserves credits for the kills
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CHandle<CCSPlayer> m_pPlanter;
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// [tj] We need to know if this was planted by a player who recovered the bomb
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bool m_bPlantedAfterPickup;
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//=============================================================================
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// HPE_END
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//=============================================================================
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};
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extern CUtlVector< CPlantedC4* > g_PlantedC4s;
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#endif
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#define WEAPON_C4_CLASSNAME "weapon_c4"
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#define PLANTED_C4_CLASSNAME "planted_c4"
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class CC4 : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CC4, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CC4();
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virtual ~CC4();
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virtual void Spawn();
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bool IsPistol() const;
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void ItemPostFrame();
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virtual void PrimaryAttack();
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virtual void WeaponIdle();
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virtual void UpdateShieldState( void );
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virtual float GetMaxSpeed() const;
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// virtual float GetSpread() const;
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_C4; }
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#ifdef CLIENT_DLL
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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char *GetScreenText( void );
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char m_szScreenText[32];
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#else
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virtual void Precache();
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virtual void GetControlPanelInfo( int nPanelIndex, const char *&pPanelName );
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virtual unsigned int PhysicsSolidMaskForEntity( void ) const;
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool ShouldRemoveOnRoundRestart();
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//=============================================================================
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// HPE_BEGIN:
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// [tj] Simple Setter
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//=============================================================================
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void SetDroppedFromDeath(bool droppedFromDeath) { m_bDroppedFromDeath = droppedFromDeath; }
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//=============================================================================
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// HPE_END
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//=============================================================================
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#endif
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void AbortBombPlant();
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void PlayArmingBeeps( void );
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virtual void OnPickedUp( CBaseCombatCharacter *pNewOwner );
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virtual void Drop( const Vector &vecVelocity );
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CNetworkVar( bool, m_bStartedArming );
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CNetworkVar( float, m_fArmedTime );
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CNetworkVar( bool, m_bBombPlacedAnimation );
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virtual bool IsRemoveable( void ) { return false; }
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private:
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bool m_bPlayedArmingBeeps[NUM_BEEPS];
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bool m_bBombPlanted;
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//=============================================================================
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// HPE_BEGIN:
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// [tj] we want to store if this bomb was dropped because the original owner was killed
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//=============================================================================
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bool m_bDroppedFromDeath;
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//=============================================================================
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// HPE_END
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//=============================================================================
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private:
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CC4( const CC4 & );
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};
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// All the currently-active C4 grenades.
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extern CUtlVector< CC4* > g_C4s;
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#endif // WEAPON_C4_H
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