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upload "kind" alien swarm
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#ifndef _DEFINED_ASW_GRENADE_VINDICATOR_H
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#define _DEFINED_ASW_GRENADE_VINDICATOR_H
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#pragma once
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#ifdef CLIENT_DLL
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#define CBaseEntity C_BaseEntity
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#endif
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#include "asw_rifle_grenade.h"
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class CASW_Grenade_Vindicator : public CASW_Rifle_Grenade
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{
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public:
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DECLARE_CLASS( CASW_Grenade_Vindicator, CASW_Rifle_Grenade );
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CASW_Grenade_Vindicator();
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virtual ~CASW_Grenade_Vindicator( void );
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void Spawn();
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void Precache();
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virtual void Detonate();
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virtual bool AllowedToIgnite( void ) { return true; }
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void VGrenadeTouch( CBaseEntity *pOther );
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static CASW_Grenade_Vindicator *Vindicator_Grenade_Create( float flDamage, float fRadius, const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon );
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virtual void CreateEffects();
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virtual void KillEffects();
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virtual float GetEarliestTouchDetonationTime();
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virtual void SetFuseLength(float fSeconds);
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virtual void SetClusters(int iClusters, bool bMaster = false) { m_iClusters = iClusters; m_bMaster = bMaster;}
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virtual int OnTakeDamage_Dying( const CTakeDamageInfo &info );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void BurntAlien(CBaseEntity *pAlien);
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void SetExplodeOnWorldContact( bool bExplode ) { m_bExplodeOnWorldContact = bExplode; } // if set, grenade will explode on the first thing it touches
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int m_iClusters;
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bool m_bMaster;
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float m_fEarliestTouchDetonationTime;
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EHANDLE m_hFirer;
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bool m_bKicked;
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bool m_bExplodeOnWorldContact;
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CHandle<CSprite> m_pMainGlow;
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CHandle<CSpriteTrail> m_pGlowTrail;
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// Classification
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virtual Class_T Classify( void ) { return (Class_T)CLASS_ASW_GRENADE_VINDICATOR; }
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};
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#endif // _DEFINED_ASW_GRENADE_VINDICATOR_H
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