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upload "kind" alien swarm
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#ifndef _DEFINED_ASW_SHOTGUN_PELLET_H
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#define _DEFINED_ASW_SHOTGUN_PELLET_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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class CSprite;
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class CSpriteTrail;
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class CASW_Shotgun_Pellet : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CASW_Shotgun_Pellet, CBaseCombatCharacter );
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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virtual ~CASW_Shotgun_Pellet( void );
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public:
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void Spawn( void );
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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 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 PelletTouch( CBaseEntity *pOther );
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void PelletHit( CBaseEntity *pOther );
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void SetPelletDamage(float damage) { m_flDamage = damage; }
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static CASW_Shotgun_Pellet *Shotgun_Pellet_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, float damage );
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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* GetLastHit();
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EHANDLE m_hLastHit;
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float m_flDamage;
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bool m_inSolid;
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};
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#endif // _DEFINED_ASW_SHOTGUN_PELLET_H
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