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73 lines
2.0 KiB
73 lines
2.0 KiB
1 year ago
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#ifndef _DEFINED_ASW_MISSILE_ROUND_H
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#define _DEFINED_ASW_MISSILE_ROUND_H
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#pragma once
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#ifdef CLIENT_DLL
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#include "c_basecombatcharacter.h"
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#define CASW_Missile_Round C_ASW_Missile_Round
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#define CBaseCombatCharacter C_BaseCombatCharacter
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#else
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#include "basecombatcharacter.h"
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#include "asw_lag_compensation.h"
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#endif
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#include "asw_shareddefs.h"
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class CASW_Missile_Round : public CBaseCombatCharacter
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{
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public:
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DECLARE_CLASS( CASW_Missile_Round, CBaseCombatCharacter );
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public:
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CASW_Missile_Round();
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DECLARE_NETWORKCLASS();
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#ifdef GAME_DLL
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virtual ~CASW_Missile_Round();
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DECLARE_DATADESC();
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static CASW_Missile_Round *Missile_Round_Create( const CASW_AlienShot &shot, const Vector &position, const QAngle &angles, const Vector &velocity, CBaseEntity *pOwner );
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void Setup( const CASW_AlienShot &shot, const Vector &position, const QAngle &angles, const Vector &velocity, CBaseEntity *pOwner );
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virtual void Spawn( );
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virtual void Precache( );
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virtual void PerformCustomPhysics( Vector *pNewPosition, Vector *pNewVelocity, QAngle *pNewAngles, QAngle *pNewAngVelocity );
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virtual void DoLagCompensatedMarineCollision();
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CASW_Lag_Compensation m_LagCompensation;
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private:
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void Touch( CBaseEntity *pOther );
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void MissileHit( CBaseEntity *pEnt, trace_t &tr );
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CASW_AlienShot m_ShotDef;
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EHANDLE m_hOwner;
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CNetworkVar( int, m_nParticleTrail );
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CNetworkVector( m_vEndPosition );
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CNetworkVar( bool, m_bDetonated );
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Vector m_vecOldPosition;
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bool m_bMarineFriendly; // if set, this round will pass through marines and hit aliens
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#else
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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private:
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CNetworkVar( int, m_nParticleTrail );
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CNetworkVector( m_vEndPosition );
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CNetworkVar( bool, m_bDetonated );
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CUtlReference<CNewParticleEffect> m_pTrail;
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#endif
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private:
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CASW_Missile_Round( const CASW_Missile_Round & );
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void ClientThink();
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};
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#ifdef GAME_DLL
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extern CUtlVector<CASW_Missile_Round*> g_vecMissileRounds;
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#endif
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#endif // _DEFINED_ASW_MISSILE_ROUND_H
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