mirror of
https://github.com/alliedmodders/hl2sdk.git
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64 lines
1.8 KiB
C
64 lines
1.8 KiB
C
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//========= Copyright 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 ENTITYDISSOLVE_H
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#define ENTITYDISSOLVE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CEntityDissolve : public CBaseEntity
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{
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public:
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DECLARE_SERVERCLASS();
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DECLARE_CLASS( CEntityDissolve, CBaseEntity );
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CEntityDissolve( void );
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~CEntityDissolve( void );
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static CEntityDissolve *Create( CBaseEntity *pTarget, const char *pMaterialName,
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float flStartTime, int nDissolveType = 0, bool *pRagdollCreated = NULL );
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static CEntityDissolve *Create( CBaseEntity *pTarget, CBaseEntity *pSource );
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void Precache();
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void Spawn();
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void AttachToEntity( CBaseEntity *pTarget );
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void SetStartTime( float flStartTime );
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void SetDissolverOrigin( Vector vOrigin ) { m_vDissolverOrigin = vOrigin; }
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void SetMagnitude( int iMagnitude ){ m_nMagnitude = iMagnitude; }
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void SetDissolveType( int iType ) { m_nDissolveType = iType; }
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Vector GetDissolverOrigin( void )
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{
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Vector vReturn = m_vDissolverOrigin;
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return vReturn;
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}
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int GetMagnitude( void ) { return m_nMagnitude; }
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int GetDissolveType( void ) { return m_nDissolveType; }
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DECLARE_DATADESC();
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CNetworkVar( float, m_flStartTime );
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CNetworkVar( float, m_flFadeInStart );
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CNetworkVar( float, m_flFadeInLength );
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CNetworkVar( float, m_flFadeOutModelStart );
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CNetworkVar( float, m_flFadeOutModelLength );
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CNetworkVar( float, m_flFadeOutStart );
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CNetworkVar( float, m_flFadeOutLength );
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protected:
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void InputDissolve( inputdata_t &inputdata );
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void DissolveThink( void );
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void ElectrocuteThink( void );
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CNetworkVar( int, m_nDissolveType );
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CNetworkVector( m_vDissolverOrigin );
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CNetworkVar( int, m_nMagnitude );
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};
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#endif // ENTITYDISSOLVE_H
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