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upload "kind" alien swarm
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@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//====== Copyright © 1996-2005, Valve Corporation, All rights reserved. =======
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//
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// Purpose:
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//
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@@ -22,38 +22,64 @@ public:
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CParticleSystem();
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CParticleSystem( void );
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virtual void Precache( void );
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virtual void Spawn( void );
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virtual void Activate( void );
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virtual int UpdateTransmitState(void);
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virtual int ObjectCaps( void );
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virtual bool KeyValue( const char *szKeyName, const char *szValue );
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virtual bool GetKeyValue( const char *szKeyName, char *szValue, int iMaxLen );
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void StartParticleSystem( void );
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void StopParticleSystem( void );
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void StopParticleSystem( int nStopType = STOP_NORMAL );
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void InputStart( inputdata_t &inputdata );
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void InputStop( inputdata_t &inputdata );
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void InputStopEndCap( inputdata_t &inputdata );
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void InputDestroy( inputdata_t &inputdata );
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void StartParticleSystemThink( void );
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bool SetControlPointValue( int iControlPoint, const Vector &vValue ); //server controlled control points (variables in particle effects instead of literal follow points)
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void DisableSaveRestore( bool bState ) { m_bNoSave = bState; }
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enum { kMAXCONTROLPOINTS = 63 }; ///< actually one less than the total number of cpoints since 0 is assumed to be me
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enum
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{
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kSERVERCONTROLLEDPOINTS = 4,
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kMAXCONTROLPOINTS = 63, ///< actually one less than the total number of cpoints since 0 is assumed to be me
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};
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// stop types
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enum
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{
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STOP_NORMAL = 0,
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STOP_DESTROY_IMMEDIATELY,
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STOP_PLAY_ENDCAP,
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NUM_STOP_TYPES
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};
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protected:
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/// Load up and resolve the entities that are supposed to be the control points
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void ReadControlPointEnts( void );
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bool m_bNoSave;
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bool m_bStartActive;
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string_t m_iszEffectName;
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CNetworkString( m_szSnapshotFileName, MAX_PATH );
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CNetworkVar( bool, m_bActive );
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CNetworkVar( int, m_iEffectIndex )
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CNetworkVar( int, m_nStopType );
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CNetworkVar( int, m_iEffectIndex );
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CNetworkVar( float, m_flStartTime ); // Time at which this effect was started. This is used after restoring an active effect.
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//server controlled control points (variables in particle effects instead of literal follow points)
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CNetworkArray( Vector, m_vServerControlPoints, kSERVERCONTROLLEDPOINTS );
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CNetworkArray( uint8, m_iServerControlPointAssignments, kSERVERCONTROLLEDPOINTS );
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string_t m_iszControlPointNames[kMAXCONTROLPOINTS];
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CNetworkArray( EHANDLE, m_hControlPointEnts, kMAXCONTROLPOINTS );
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CNetworkArray( unsigned char, m_iControlPointParents, kMAXCONTROLPOINTS );
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CNetworkVar( bool, m_bWeatherEffect );
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};
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#endif // PARTICLE_SYSTEM_H
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