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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for object upgrading objects
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//
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//=============================================================================//
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#include "cbase.h"
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#include "baseobject_shared.h"
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#include "tf_obj_baseupgrade_shared.h"
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IMPLEMENT_NETWORKCLASS_ALIASED( BaseObjectUpgrade, DT_BaseObjectUpgrade )
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BEGIN_NETWORK_TABLE( CBaseObjectUpgrade, DT_BaseObjectUpgrade )
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END_NETWORK_TABLE()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CBaseObjectUpgrade::CBaseObjectUpgrade()
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{
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#if !defined( CLIENT_DLL )
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UseClientSideAnimation();
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CBaseObjectUpgrade::Spawn()
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{
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BaseClass::Spawn();
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#if !defined( CLIENT_DLL )
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m_fObjectFlags |= OF_DONT_PREVENT_BUILD_NEAR_OBJ | OF_ALLOW_REPEAT_PLACEMENT |
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OF_DOESNT_NEED_POWER | OF_MUST_BE_BUILT_ON_ATTACHMENT;
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// Prevent anyone shooting / emping / buffing me
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SetSolid( SOLID_NONE );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Prevent Team Damage
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//-----------------------------------------------------------------------------
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int CBaseObjectUpgrade::OnTakeDamage( const CTakeDamageInfo &info )
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{
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#if !defined( CLIENT_DLL )
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// Check teams
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if ( info.GetDamageType() & DMG_BLAST )
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{
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return 0;
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}
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return BaseClass::OnTakeDamage( info );
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#else
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return 0;
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#endif
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}
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