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upload "kind" alien swarm
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#ifndef _DEFINED_ASW_FLAMER_PROJECTILE_H
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#define _DEFINED_ASW_FLAMER_PROJECTILE_H
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#pragma once
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#include "asw_shareddefs.h"
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#ifdef CLIENT_DLL
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#define CBaseEntity C_BaseEntity
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#endif
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class CSprite;
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class CSpriteTrail;
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class CASW_Flamer_Projectile : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CASW_Flamer_Projectile, CBaseCombatCharacter );
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#if !defined( CLIENT_DLL )
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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#endif
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CASW_Flamer_Projectile();
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virtual ~CASW_Flamer_Projectile( void );
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public:
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void Spawn( void );
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virtual void UpdateOnRemove();
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void OnRestore( void );
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void Precache( void );
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bool CreateVPhysics( void );
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void CreateEffects( void );
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void KillEffects();
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void CollideThink();
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void FlameHit( CBaseEntity *pOther, const Vector &vecHitPos, bool bOnlyHurtUnignited );
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//void SetVelocity( const Vector &velocity, const AngularImpulse &angVelocity );
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//void VPhysicsUpdate( IPhysicsObject *pPhysics );
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unsigned int PhysicsSolidMaskForEntity() const;
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void ProjectileTouch( CBaseEntity *pOther );
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virtual void PhysicsSimulate( void );
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virtual int ShouldTransmit( const CCheckTransmitInfo *pInfo );
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void SetHurtIgnited( bool bHurtIgnited ) { m_bHurtIgnited = bHurtIgnited; }
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static CASW_Flamer_Projectile *Flamer_Projectile_Create( float flDamage, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pEntityToCreditForTheDamage = NULL, CBaseEntity *pCreatorWeapon = NULL );
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// Classification
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virtual Class_T Classify( void ) { return (Class_T)CLASS_ASW_FLAMER_PROJECTILE; }
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EHANDLE m_pGetsCreditedForDamage; /// if the owner is (eg) a turret, set this to the marine so the damage is credited to him.
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EHANDLE m_hCreatorWeapon; // The weapon that created this projectile
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protected:
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CHandle<CSprite> m_pMainGlow;
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CHandle<CSpriteTrail> m_pGlowTrail;
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CBaseEntity* m_pLastHitEnt;
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float m_flDamage;
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bool m_bHurtIgnited;
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bool m_inSolid;
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float m_fDieTime;
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Vector m_vecOldPos;
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};
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#endif // _DEFINED_ASW_FLAMER_PROJECTILE_H
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