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upload "kind" alien swarm
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef ASW_TESLATRAP_H
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#define ASW_TESLATRAP_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "Color.h"
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#include "asw_prop_physics.h"
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#include "asw_shareddefs.h"
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class CSoundPatch;
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class CASW_Marine;
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//---------------------------------------------------------
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//---------------------------------------------------------
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#define ASW_TESLATRAP_HOOK_RANGE 64
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class CASW_TeslaTrap : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CASW_TeslaTrap, CBaseCombatCharacter );
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public:
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DECLARE_SERVERCLASS();
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CASW_TeslaTrap();
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virtual ~CASW_TeslaTrap();
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void Precache();
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void Spawn();
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void OnRestore();
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void SetTrapState( int iState );
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int GetTrapState() { return m_iTrapState; }
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int DrawDebugTextOverlays();
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void LayFlat( void );
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void TeslaTouch( CBaseEntity *pOther );
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void TeslaSettleThink( void );
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void TeslaChargeThink( void );
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void TeslaSearchThink( void );
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bool ZapTarget( CBaseEntity *pEntity );
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void RunAnimation ( void );
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virtual void ReachedEndOfSequence( void );
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//bool IsCharged() { return m_bCharged; }
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//void SetCharged( bool bSetCharged );
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float FindNearestNPC();
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void SetNearestNPC( CBaseEntity *pNearest ) { m_hNearestNPC.Set( pNearest ); }
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//int OnTakeDamage( const CTakeDamageInfo &info );
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bool IsFriend( CBaseEntity *pEntity );
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void SetRadius( float flRadius ) { m_flRadius = flRadius; }
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void SetDamage( float flDamage ) { m_flDamage = flDamage; }
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void SetNextFullChargeTime( float flNextFullChargeTime ) { m_flNextFullChargeTime = flNextFullChargeTime; }
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bool IsPlayerPlaced() { return m_bPlacedByPlayer; }
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static CASW_TeslaTrap* Tesla_Trap_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner, CBaseEntity *pCreatorWeapon );
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EHANDLE m_hCreatorWeapon;
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Class_T m_CreatorWeaponClass;
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CHandle<CASW_Marine> m_hMarineDeployer;
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DECLARE_DATADESC();
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_TESLA_TRAP_PROJECTILE; }
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private:
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//bool m_bCharged;
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EHANDLE m_hNearestNPC;
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CSoundPatch *m_pWarnSound;
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bool m_bLockSilently;
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bool m_bFoeNearest;
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float m_flIgnoreWorldTime;
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bool m_bDisarmed;
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bool m_bPlacedByPlayer;
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bool m_bActive;
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//int m_iModification;
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float m_flChargeInterval;
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CNetworkVar(int, m_iTrapState);
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CNetworkVar(int, m_iAmmo);
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CNetworkVar(int, m_iMaxAmmo);
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CNetworkVar(float, m_flRadius);
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CNetworkVar(float, m_flDamage);
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CNetworkVar(float, m_flNextFullChargeTime);
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CNetworkVar(bool, m_bAssembled);
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};
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extern CUtlVector<CASW_TeslaTrap*> g_aTeslaTraps;
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#endif // ASW_TESLATRAP_H
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