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/***
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*
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* Copyright (c) 1996-2001, 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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* This source code contains proprietary and confidential information of
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* Valve LLC and its suppliers. Access to this code is restricted to
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* persons who have executed a written SDK license with Valve. Any access,
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* use or distribution of this code by or to any unlicensed person is illegal.
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*
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****/
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#ifndef SPORE_GRENADE_H
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#define SPORE_GRENADE_H
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// Contact/Timed spore grenade
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class CSporeGrenade : public CBaseMonster
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{
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public:
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virtual int Save(CSave &save);
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virtual int Restore(CRestore &restore);
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static TYPEDESCRIPTION m_SaveData[];
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void Precache(void);
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void Spawn(void);
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static CBaseEntity *ShootTimed(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity, bool ai);
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static CBaseEntity *ShootContact(entvars_t *pevOwner, Vector vecStart, Vector vecVelocity);
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void Explode(TraceResult *pTrace);
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void EXPORT BounceTouch(CBaseEntity *pOther);
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void EXPORT ExplodeTouch(CBaseEntity *pOther);
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void EXPORT DangerSoundThink(void);
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void EXPORT Detonate(void);
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void EXPORT TumbleThink(void);
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void BounceSound(void);
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void DangerSound();
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static void SpawnTrailParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
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static void SpawnExplosionParticles(const Vector& origin, const Vector& direction, int modelindex, int count, float speed, float noise);
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void UpdateOnRemove();
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CSprite* m_pSporeGlow;
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};
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#endif // SPORE_GRENADE_H
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