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upload "kind" alien swarm
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#include "cbase.h"
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#include "asw_objective_countdown.h"
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#include "asw_gamerules.h"
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#include "asw_game_resource.h"
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#include "asw_marine_resource.h"
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#include "asw_marine.h"
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#include "triggers.h"
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#include "util.h"
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#include "te_effect_dispatch.h"
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#include "effect_dispatch_data.h"
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#include "IEffects.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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LINK_ENTITY_TO_CLASS( asw_objective_countdown, CASW_Objective_Countdown );
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IMPLEMENT_SERVERCLASS_ST(CASW_Objective_Countdown, DT_ASW_Objective_Countdown)
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SendPropFloat (SENDINFO(m_fCountdownFinishTime), 0, SPROP_NOSCALE ),
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END_SEND_TABLE()
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BEGIN_DATADESC( CASW_Objective_Countdown )
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DEFINE_FIELD(m_bCountdownStarted, FIELD_BOOLEAN),
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DEFINE_FIELD(m_fCountdownFinishTime, FIELD_TIME),
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DEFINE_KEYFIELD(m_fCountdownLength, FIELD_FLOAT, "CountdownLength"),
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DEFINE_THINKFUNC( ExplodeLevel ),
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DEFINE_THINKFUNC( FailMission ),
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DEFINE_INPUTFUNC( FIELD_VOID, "StartCountdown", InputStartCountdown ),
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DEFINE_INPUTFUNC( FIELD_VOID, "CancelCountdown", InputCancelCountdown ),
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DEFINE_OUTPUT( m_OnCountdownFailed, "OnCountdownFailed" ),
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END_DATADESC()
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// dummy objectives are complete automatically
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CASW_Objective_Countdown::CASW_Objective_Countdown() : CASW_Objective()
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{
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m_bVisible = false;
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m_bOptional = true;
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}
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void CASW_Objective_Countdown::Spawn()
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{
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BaseClass::Spawn();
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Precache();
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}
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void CASW_Objective_Countdown::Precache()
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{
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BaseClass::Precache();
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PrecacheScriptSound("ASW.WarheadExplosion");
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PrecacheScriptSound("ASW.WarheadExplosionLF");
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}
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CASW_Objective_Countdown::~CASW_Objective_Countdown()
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{
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}
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void CASW_Objective_Countdown::InputStartCountdown( inputdata_t &inputdata )
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{
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if (!m_bCountdownStarted)
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{
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m_bVisible = true;
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m_bCountdownStarted = true;
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m_bOptional = false;
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m_fCountdownFinishTime = gpGlobals->curtime + m_fCountdownLength;
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SetThink( &CASW_Objective_Countdown::ExplodeLevel );
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SetNextThink( m_fCountdownFinishTime );
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}
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}
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void CASW_Objective_Countdown::InputCancelCountdown( inputdata_t &inputdata )
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{
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if (m_bCountdownStarted)
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{
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m_fCountdownFinishTime = 0;
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SetThink(NULL);
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SetComplete(true);
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}
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}
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void CASW_Objective_Countdown::ExplodeLevel()
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{
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m_OnCountdownFailed.FireOutput(this, this);
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// spawn clientside effect to make explosion sound + graphics
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CEffectData data;
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CReliableBroadcastRecipientFilter filter;
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DispatchEffect( filter, 0.0, "ASWExplodeMap", data );
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SetThink( &CASW_Objective_Countdown::FailMission );
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SetNextThink( gpGlobals->curtime + 7);
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}
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void CASW_Objective_Countdown::FailMission()
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{
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ASWGameRules()->ExplodedLevel();
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}
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