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/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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* Use, distribution, and modification of this source code and/or resulting
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* object code is restricted to non-commercial enhancements to products from
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* Valve LLC. All other use, distribution, or modification is prohibited
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* without written permission from Valve LLC.
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*
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****/
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#if !OEM_BUILD
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#include "extdll.h"
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#include "util.h"
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#include "cbase.h"
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#include "monsters.h"
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#include "weapons.h"
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#include "nodes.h"
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#include "player.h"
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#include "gamerules.h"
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#if !CLIENT_DLL
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LINK_ENTITY_TO_CLASS( laser_spot, CLaserSpot )
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//=========================================================
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//=========================================================
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CLaserSpot *CLaserSpot::CreateSpot( void )
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{
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CLaserSpot *pSpot = GetClassPtr( (CLaserSpot *)NULL );
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pSpot->Spawn();
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pSpot->pev->classname = MAKE_STRING( "laser_spot" );
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return pSpot;
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}
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//=========================================================
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//=========================================================
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CLaserSpot *CLaserSpot::CreateSpot( const char* spritename )
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{
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CLaserSpot *pSpot = CreateSpot();
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SET_MODEL(ENT(pSpot->pev), spritename);
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return pSpot;
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}
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//=========================================================
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//=========================================================
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void CLaserSpot::Spawn( void )
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{
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Precache();
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pev->movetype = MOVETYPE_NONE;
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pev->solid = SOLID_NOT;
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pev->rendermode = kRenderGlow;
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pev->renderfx = kRenderFxNoDissipation;
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pev->renderamt = 255;
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SET_MODEL( ENT( pev ), "sprites/laserdot.spr" );
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UTIL_SetOrigin( this, pev->origin );
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};
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//=========================================================
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// Suspend- make the laser sight invisible.
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//=========================================================
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void CLaserSpot::Suspend( float flSuspendTime )
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{
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pev->effects |= EF_NODRAW;
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//LRC: -1 means suspend indefinitely
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if (flSuspendTime == -1)
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{
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SetThink( NULL );
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}
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else
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{
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SetThink( &CLaserSpot::Revive );
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SetNextThink( flSuspendTime );
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}
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}
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//=========================================================
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// Revive - bring a suspended laser sight back.
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//=========================================================
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void CLaserSpot::Revive( void )
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{
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pev->effects &= ~EF_NODRAW;
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SetThink( NULL );
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}
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void CLaserSpot::Precache( void )
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{
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PRECACHE_MODEL( "sprites/laserdot.spr" );
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}
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#endif
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#endif
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