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upload "kind" alien swarm
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#ifndef _INCLUDED_ASW_T75_H
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#define _INCLUDED_ASW_T75_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecombatcharacter.h"
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#include "iasw_server_usable_entity.h"
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class CASW_T75 : public CBaseCombatCharacter, public IASW_Server_Usable_Entity
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{
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DECLARE_CLASS( CASW_T75, CBaseCombatCharacter );
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DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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CASW_T75();
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virtual ~CASW_T75();
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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_T75* ASW_T75_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon = NULL );
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void TouchT75( CBaseEntity *pOther );
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Class_T Classify( void ) { return (Class_T) CLASS_ASW_T75; }
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void Arm();
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void Explode();
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void CountdownThink( void );
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// IASW_Server_Usable_Entity implementation
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virtual CBaseEntity* GetEntity() { return this; }
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virtual bool IsUsable(CBaseEntity *pUser);
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virtual bool RequirementsMet( CBaseEntity *pUser ) { return true; }
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virtual void ActivateUseIcon( CASW_Marine* pMarine, int nHoldType );
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virtual void MarineUsing(CASW_Marine* pMarine, float deltatime);
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virtual void MarineStartedUsing(CASW_Marine* pMarine);
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virtual void MarineStoppedUsing(CASW_Marine* pMarine);
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virtual bool NeedsLOSCheck() { return true; }
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CNetworkVar( bool, m_bArmed );
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CNetworkVar( bool, m_bIsInUse );
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CNetworkVar( float, m_flArmProgress );
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int m_iCountdown;
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float m_flDamageRadius;
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float m_flDamage;
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EHANDLE m_hCreatorWeapon;
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};
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#endif // _INCLUDED_ASW_T75_H
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