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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_LASER_MINE_H
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#define _INCLUDED_ASW_LASER_MINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "asw_shareddefs.h"
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static const char *s_pLaserMineSpawnFlipThink = "LaserMineSpawnFlipThink";
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class CASW_Laser_Mine : public CBaseCombatCharacter, public IEntityListener
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{
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DECLARE_CLASS( CASW_Laser_Mine, CBaseCombatCharacter );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_Laser_Mine();
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virtual ~CASW_Laser_Mine();
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public:
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void Spawn( void );
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void Precache( void );
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unsigned int PhysicsSolidMaskForEntity() const { return MASK_NPCSOLID; }
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static CASW_Laser_Mine* ASW_Laser_Mine_Create( const Vector &position, const QAngle &angles, const QAngle &angLaserAim, CBaseEntity *pOwner, CBaseEntity *pMoveParent, bool bFriendly, CBaseEntity *pCreatorWeapon );
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void LaserThink( void );
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void StartSpawnFlipping( Vector vecStart, Vector vecEnd, QAngle angEnd, float flDuration );
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void SpawnFlipThink();
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bool ValidMineTarget(CBaseEntity *pOther);
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void Prime();
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void Explode( bool bRemove = true );
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virtual void StopLoopingSounds();
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void SetLaserAngle( const QAngle &angLaser ) { m_angLaserAim = angLaser; }
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void UpdateLaser();
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virtual void OnEntityDeleted( CBaseEntity *pEntity );
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CNetworkVar( QAngle, m_angLaserAim );
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CNetworkVar( bool, m_bFriendly );
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CNetworkVar( bool, m_bMineActive );
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float m_flDamageRadius;
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float m_flDamage;
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bool m_bIsSpawnFlipping;
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bool m_bIsSpawnLanded;
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float m_flSpawnFlipStartTime;
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float m_flSpawnFlipEndTime;
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Vector m_vecSpawnFlipStartPos;
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Vector m_vecSpawnFlipEndPos;
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QAngle m_angSpawnFlipEndAngle;
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EHANDLE m_hCreatorWeapon;
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Class_T m_CreatorWeaponClass;
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_LASER_MINE_PROJECTILE; }
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};
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#endif // _INCLUDED_ASW_LASER_MINE_H
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