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upload "kind" alien swarm
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#ifndef _DEFINED_ASW_FLARE_PROJECTILE_H
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#define _DEFINED_ASW_FLARE_PROJECTILE_H
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#pragma once
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class CSprite;
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class CSpriteTrail;
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class CASW_Flare_Projectile : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CASW_Flare_Projectile, CBaseCombatCharacter );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Flare_Projectile();
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virtual ~CASW_Flare_Projectile();
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public:
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void Spawn( void );
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void Precache( void );
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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 FlareTouch( CBaseEntity *pOther );
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void FlareBurnTouch( CBaseEntity *pOther );
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void LayFlat();
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const Vector& GetEffectOrigin();
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static CASW_Flare_Projectile* Flare_Projectile_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner);
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float GetDuration() { return m_flTimeBurnOut; }
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void SetDuration( float fDuration ) { m_flTimeBurnOut = fDuration; }
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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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float m_flDamage;
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bool m_inSolid;
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public:
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int Restore( IRestore &restore );
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void Start( float lifeTime );
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void Die( float fadeTime );
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void Launch( const Vector &direction, float speed );
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Class_T Classify( void );
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void FlareThink( void );
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int m_nBounces; // how many times has this flare bounced?
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CNetworkVar( float, m_flTimeBurnOut ); // when will the flare burn out?
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CNetworkVar( float, m_flScale );
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float m_flDuration;
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float m_flNextDamage;
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bool m_bFading;
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CNetworkVar( bool, m_bLight );
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CNetworkVar( bool, m_bSmoke );
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virtual void DrawDebugGeometryOverlays(); // visualise the autoaim radius
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//
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CASW_Flare_Projectile* m_pNextFlare; // next flare in the linked list of live flares
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};
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extern CASW_Flare_Projectile* g_pHeadFlare; // access to a linked list of live flares
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#endif // _DEFINED_ASW_FLARE_PROJECTILE_H
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