mirror of
https://github.com/nillerusr/source-engine.git
synced 2026-09-01 06:59:20 +00:00
upload "kind" alien swarm
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+134
-27
@@ -1,4 +1,4 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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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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@@ -14,26 +14,7 @@
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#include "basetoggle.h"
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#include "entityoutput.h"
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//
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// Spawnflags
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//
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enum
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{
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SF_TRIGGER_ALLOW_CLIENTS = 0x01, // Players can fire this trigger
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SF_TRIGGER_ALLOW_NPCS = 0x02, // NPCS can fire this trigger
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SF_TRIGGER_ALLOW_PUSHABLES = 0x04, // Pushables can fire this trigger
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SF_TRIGGER_ALLOW_PHYSICS = 0x08, // Physics objects can fire this trigger
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SF_TRIGGER_ONLY_PLAYER_ALLY_NPCS = 0x10, // *if* NPCs can fire this trigger, this flag means only player allies do so
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SF_TRIGGER_ONLY_CLIENTS_IN_VEHICLES = 0x20, // *if* Players can fire this trigger, this flag means only players inside vehicles can
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SF_TRIGGER_ALLOW_ALL = 0x40, // Everything can fire this trigger EXCEPT DEBRIS!
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SF_TRIGGER_ONLY_CLIENTS_OUT_OF_VEHICLES = 0x200, // *if* Players can fire this trigger, this flag means only players outside vehicles can
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SF_TRIG_PUSH_ONCE = 0x80, // trigger_push removes itself after firing once
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SF_TRIG_PUSH_AFFECT_PLAYER_ON_LADDER = 0x100, // if pushed object is player on a ladder, then this disengages them from the ladder (HL2only)
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SF_TRIG_TOUCH_DEBRIS = 0x400, // Will touch physics debris objects
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SF_TRIGGER_ONLY_NPCS_IN_VEHICLES = 0X800, // *if* NPCs can fire this trigger, only NPCs in vehicles do so (respects player ally flag too)
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SF_TRIGGER_DISALLOW_BOTS = 0x1000, // Bots are not allowed to fire this trigger
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};
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#include "triggers_shared.h"
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// DVS TODO: get rid of CBaseToggle
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//-----------------------------------------------------------------------------
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@@ -42,6 +23,7 @@ enum
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class CBaseTrigger : public CBaseToggle
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{
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DECLARE_CLASS( CBaseTrigger, CBaseToggle );
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DECLARE_SERVERCLASS();
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public:
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CBaseTrigger();
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@@ -49,8 +31,9 @@ public:
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virtual void PostClientActive( void );
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void InitTrigger( void );
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void Enable( void );
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void Disable( void );
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virtual void Enable( void );
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virtual void Disable( void );
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void Spawn( void );
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void UpdateOnRemove( void );
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void TouchTest( void );
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@@ -68,21 +51,28 @@ public:
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virtual bool PassesTriggerFilters(CBaseEntity *pOther);
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virtual void StartTouch(CBaseEntity *pOther);
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virtual void EndTouch(CBaseEntity *pOther);
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virtual void OnStartTouchAll(CBaseEntity *pOther);
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virtual void OnEndTouchAll(CBaseEntity *pOther);
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bool IsTouching( CBaseEntity *pOther );
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CBaseEntity *GetTouchedEntityOfType( const char *sClassName );
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int DrawDebugTextOverlays(void);
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virtual int DrawDebugTextOverlays(void);
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// by default, triggers don't deal with TraceAttack
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void TraceAttack(CBaseEntity *pAttacker, float flDamage, const Vector &vecDir, trace_t *ptr, int bitsDamageType) {}
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bool PointIsWithin( const Vector &vecPoint );
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bool m_bDisabled;
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string_t m_iFilterName;
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CHandle<class CBaseFilter> m_hFilter;
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const CUtlVector< EHANDLE > *GetTouchingEntities( void ) const
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{
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return &m_hTouchingEntities;
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}
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protected:
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// Outputs
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@@ -97,6 +87,9 @@ protected:
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CUtlVector< EHANDLE > m_hTouchingEntities;
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DECLARE_DATADESC();
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// True if trigger participates in client side prediction
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CNetworkVar( bool, m_bClientSidePredicted );
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};
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//-----------------------------------------------------------------------------
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@@ -111,7 +104,7 @@ public:
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void Spawn( void );
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void MultiTouch( CBaseEntity *pOther );
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void MultiWaitOver( void );
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void ActivateMultiTrigger(CBaseEntity *pActivator);
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virtual void ActivateMultiTrigger(CBaseEntity *pActivator);
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DECLARE_DATADESC();
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@@ -183,6 +176,8 @@ public:
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bool HurtEntity( CBaseEntity *pOther, float damage );
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int HurtAllTouchers( float dt );
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void NavThink( void );
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DECLARE_DATADESC();
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float m_flOriginalDamage; // Damage as specified by the level designer.
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@@ -206,5 +201,117 @@ public:
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CUtlVector<EHANDLE> m_hurtEntities;
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};
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//
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// Callback trigger
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//
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class CTriggerCallback : public CBaseTrigger
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{
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public:
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DECLARE_CLASS( CTriggerCallback, CBaseTrigger );
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DECLARE_DATADESC();
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virtual void Spawn( void );
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virtual void StartTouch( CBaseEntity *pOther );
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static CTriggerCallback *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecMins, const Vector &vecMaxs, CBaseEntity *pOwner, void (CBaseEntity::*pfnCallback)(CBaseEntity *) )
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{
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CTriggerCallback *pTrigger = (CTriggerCallback *) CreateEntityByName( "trigger_callback" );
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if ( pTrigger == NULL )
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return NULL;
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UTIL_SetOrigin( pTrigger, vecOrigin );
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pTrigger->SetAbsAngles( vecAngles );
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UTIL_SetSize( pTrigger, vecMins, vecMaxs );
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DispatchSpawn( pTrigger );
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pTrigger->SetParent( (CBaseEntity *) pOwner );
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// Save our callback function
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pTrigger->m_pfnCallback = pfnCallback;
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return pTrigger;
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}
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private:
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void (CBaseEntity::*m_pfnCallback)(CBaseEntity *);
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};
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CTriggerCamera : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CTriggerCamera, CBaseEntity );
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// script description
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DECLARE_ENT_SCRIPTDESC();
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CTriggerCamera();
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Enable( void );
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void Disable( void );
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void SetPlayer( CBaseEntity *pPlayer );
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void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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void FollowTarget( void );
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void Move(void);
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void StartCameraShot( const char *pszShotType, CBaseEntity *pSceneEntity, CBaseEntity *pActor1, CBaseEntity *pActor2, float duration );
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int ScriptGetFov( void );
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void ScriptSetFov( int iFOV, float rate );
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// Always transmit to clients so they know where to move the view to
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virtual int UpdateTransmitState();
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DECLARE_DATADESC();
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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private:
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EHANDLE m_hPlayer;
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EHANDLE m_hTarget;
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// used for moving the camera along a path (rail rides)
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CBaseEntity *m_pPath;
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string_t m_sPath;
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float m_flWait;
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float m_flReturnTime;
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float m_flStopTime;
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float m_moveDistance;
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float m_targetSpeed;
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float m_initialSpeed;
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float m_acceleration;
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float m_deceleration;
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int m_state;
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Vector m_vecMoveDir;
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float m_fov;
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float m_fovSpeed;
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string_t m_iszTargetAttachment;
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int m_iAttachmentIndex;
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bool m_bSnapToGoal;
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#if HL2_EPISODIC
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bool m_bInterpolatePosition;
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// these are interpolation vars used for interpolating the camera over time
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Vector m_vStartPos, m_vEndPos;
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float m_flInterpStartTime;
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const static float kflPosInterpTime; // seconds
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#endif
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int m_nPlayerButtons;
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int m_nOldTakeDamage;
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private:
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COutputEvent m_OnEndFollow;
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};
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#endif // TRIGGERS_H
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