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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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#include "cbase.h"
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#include "func_ladder.h"
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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#if !defined( CLIENT_DLL )
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/*static*/ ConVar sv_showladders( "sv_showladders", "0", 0, "Show bbox and dismount points for all ladders (must be set before level load.)\n" );
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#endif
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CUtlVector< CFuncLadder * > CFuncLadder::s_Ladders;
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncLadder::CFuncLadder() :
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m_bDisabled( false )
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{
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s_Ladders.AddToTail( this );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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CFuncLadder::~CFuncLadder()
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{
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s_Ladders.FindAndRemove( this );
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}
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int CFuncLadder::GetLadderCount()
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{
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return s_Ladders.Count();
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}
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CFuncLadder *CFuncLadder::GetLadder( int index )
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{
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if ( index < 0 || index >= s_Ladders.Count() )
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return NULL;
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return s_Ladders[ index ];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncLadder::Spawn()
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{
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BaseClass::Spawn();
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// Entity is symbolid
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SetSolid( SOLID_NONE );
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SetMoveType( MOVETYPE_NONE );
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SetCollisionGroup( COLLISION_GROUP_NONE );
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//AddFlag( FL_WORLDBRUSH );
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SetModelName( NULL_STRING );
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// Make entity invisible
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AddEffects( EF_NODRAW );
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// No model but should still network
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AddEFlags( EFL_FORCE_CHECK_TRANSMIT );
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Vector playerMins = VEC_HULL_MIN;
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Vector playerMaxs = VEC_HULL_MAX;
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// This will swap them if they are inverted
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SetEndPoints( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionBottom );
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#if !defined( CLIENT_DLL )
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trace_t bottomtrace, toptrace;
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UTIL_TraceHull( m_vecPlayerMountPositionBottom, m_vecPlayerMountPositionBottom,
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playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &bottomtrace );
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UTIL_TraceHull( m_vecPlayerMountPositionTop, m_vecPlayerMountPositionTop,
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playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &toptrace );
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if ( bottomtrace.startsolid || toptrace.startsolid )
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{
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if ( bottomtrace.startsolid )
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{
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DevMsg( 1, "Warning, funcladder with blocked bottom point (%.2f %.2f %.2f) stuck in (%s)\n",
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m_vecPlayerMountPositionBottom.GetX(),
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m_vecPlayerMountPositionBottom.GetY(),
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m_vecPlayerMountPositionBottom.GetZ(),
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bottomtrace.m_pEnt
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?
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UTIL_VarArgs( "%s/%s", bottomtrace.m_pEnt->GetClassname(), bottomtrace.m_pEnt->GetEntityName().ToCStr() )
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:
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"NULL" );
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}
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if ( toptrace.startsolid )
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{
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DevMsg( 1, "Warning, funcladder with blocked top point (%.2f %.2f %.2f) stuck in (%s)\n",
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m_vecPlayerMountPositionTop.GetX(),
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m_vecPlayerMountPositionTop.GetY(),
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m_vecPlayerMountPositionTop.GetZ(),
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toptrace.m_pEnt
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?
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UTIL_VarArgs( "%s/%s", toptrace.m_pEnt->GetClassname(), toptrace.m_pEnt->GetEntityName().ToCStr() )
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:
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"NULL" );
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}
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// Force geometry overlays on, but only if developer 2 is set...
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if ( developer.GetInt() > 1 )
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{
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m_debugOverlays |= OVERLAY_TEXT_BIT;
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}
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}
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m_vecPlayerMountPositionTop -= GetAbsOrigin();
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m_vecPlayerMountPositionBottom -= GetAbsOrigin();
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// Compute mins, maxs of points
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//
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Vector mins( MAX_COORD_INTEGER, MAX_COORD_INTEGER, MAX_COORD_INTEGER );
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Vector maxs( -MAX_COORD_INTEGER, -MAX_COORD_INTEGER, -MAX_COORD_INTEGER );
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int i;
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for ( i = 0; i < 3; i++ )
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{
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if ( m_vecPlayerMountPositionBottom.m_Value[ i ] < mins[ i ] )
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{
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mins[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
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}
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if ( m_vecPlayerMountPositionBottom.m_Value[ i ] > maxs[ i ] )
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{
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maxs[ i ] = m_vecPlayerMountPositionBottom.m_Value[ i ];
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}
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if ( m_vecPlayerMountPositionTop.m_Value[ i ] < mins[ i ] )
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{
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mins[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
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}
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if ( m_vecPlayerMountPositionTop.m_Value[ i ] > maxs[ i ] )
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{
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maxs[ i ] = m_vecPlayerMountPositionTop.m_Value[ i ];
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}
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}
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// Expand mins/maxs by player hull size
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mins += playerMins;
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maxs += playerMaxs;
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UTIL_SetSize( this, mins, maxs );
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m_bFakeLadder = HasSpawnFlags(SF_LADDER_DONTGETON);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose: Called after all entities have spawned or after reload from .sav file
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//-----------------------------------------------------------------------------
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void CFuncLadder::Activate()
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{
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// Chain to base class
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BaseClass::Activate();
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#if !defined( CLIENT_DLL )
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// Re-hook up ladder dismount points
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SearchForDismountPoints();
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// Show debugging UI if it's active
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if ( sv_showladders.GetBool() )
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{
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m_debugOverlays |= OVERLAY_TEXT_BIT;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncLadder::SearchForDismountPoints()
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{
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#if !defined( CLIENT_DLL )
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CUtlVector< CInfoLadderDismountHandle > allNodes;
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Vector topPos;
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Vector bottomPos;
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GetTopPosition( topPos );
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GetBottomPosition( bottomPos );
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float dismount_radius = 100.0f;
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Vector vecBottomToTop = topPos - bottomPos;
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float ladderLength = VectorNormalize( vecBottomToTop );
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float recheck = 40.0f;
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// add both sets of nodes
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FindNearbyDismountPoints( topPos, dismount_radius, m_Dismounts );
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FindNearbyDismountPoints( bottomPos, dismount_radius, m_Dismounts );
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while ( 1 )
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{
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ladderLength -= recheck;
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if ( ladderLength <= 0.0f )
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break;
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bottomPos += recheck * vecBottomToTop;
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FindNearbyDismountPoints( bottomPos, dismount_radius, m_Dismounts );
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}
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#endif
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}
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void CFuncLadder::SetEndPoints( const Vector& p1, const Vector& p2 )
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{
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m_vecPlayerMountPositionTop = p1;
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m_vecPlayerMountPositionBottom = p2;
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if ( m_vecPlayerMountPositionBottom.GetZ() > m_vecPlayerMountPositionTop.GetZ() )
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{
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Vector temp = m_vecPlayerMountPositionBottom;
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m_vecPlayerMountPositionBottom = m_vecPlayerMountPositionTop;
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m_vecPlayerMountPositionTop = temp;
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}
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#if !defined( CLIENT_DLL)
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Vector playerMins = VEC_HULL_MIN;
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Vector playerMaxs = VEC_HULL_MAX;
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trace_t result;
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UTIL_TraceHull( m_vecPlayerMountPositionTop + Vector( 0, 0, 4 ), m_vecPlayerMountPositionTop,
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playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &result );
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if ( !result.startsolid )
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{
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m_vecPlayerMountPositionTop = result.endpos;
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}
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UTIL_TraceHull( m_vecPlayerMountPositionBottom + Vector( 0, 0, 4 ), m_vecPlayerMountPositionBottom,
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playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &result );
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if ( !result.startsolid )
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{
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m_vecPlayerMountPositionBottom = result.endpos;
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CFuncLadder::DrawDebugGeometryOverlays()
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{
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#if !defined( CLIENT_DLL )
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BaseClass::DrawDebugGeometryOverlays();
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Vector playerMins = VEC_HULL_MIN;
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Vector playerMaxs = VEC_HULL_MAX;
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Vector topPosition;
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Vector bottomPosition;
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GetTopPosition( topPosition );
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GetBottomPosition( bottomPosition );
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NDebugOverlay::Box( topPosition, playerMins, playerMaxs, 255,0,0,127, 0 );
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NDebugOverlay::Box( bottomPosition, playerMins, playerMaxs, 0,0,255,127, 0 );
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NDebugOverlay::EntityBounds(this, 200, 180, 63, 63, 0);
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trace_t bottomtrace;
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UTIL_TraceHull( m_vecPlayerMountPositionBottom, m_vecPlayerMountPositionBottom,
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playerMins, playerMaxs, MASK_PLAYERSOLID_BRUSHONLY, NULL, COLLISION_GROUP_PLAYER_MOVEMENT, &bottomtrace );
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int c = m_Dismounts.Count();
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for ( int i = 0 ; i < c ; i++ )
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{
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CInfoLadderDismount *pt = m_Dismounts[ i ];
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if ( !pt )
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continue;
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NDebugOverlay::Box(pt->GetAbsOrigin(),Vector( -16, -16, 0 ), Vector( 16, 16, 8 ), 150,0,0, 63, 0);
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : org -
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//-----------------------------------------------------------------------------
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void CFuncLadder::GetTopPosition( Vector& org )
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{
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ComputeAbsPosition( m_vecPlayerMountPositionTop + GetLocalOrigin(), &org );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : org -
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//-----------------------------------------------------------------------------
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void CFuncLadder::GetBottomPosition( Vector& org )
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{
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ComputeAbsPosition( m_vecPlayerMountPositionBottom + GetLocalOrigin(), &org );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : bottomToTopVec -
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//-----------------------------------------------------------------------------
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void CFuncLadder::ComputeLadderDir( Vector& bottomToTopVec )
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{
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Vector top;
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Vector bottom;
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GetTopPosition( top );
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GetBottomPosition( bottom );
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bottomToTopVec = top - bottom;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : int
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//-----------------------------------------------------------------------------
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int CFuncLadder::GetDismountCount() const
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{
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return m_Dismounts.Count();
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : index -
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// Output : CInfoLadderDismountHandle
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//-----------------------------------------------------------------------------
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CInfoLadderDismount *CFuncLadder::GetDismount( int index )
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{
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if ( index < 0 || index >= m_Dismounts.Count() )
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return NULL;
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return m_Dismounts[ index ];
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : origin -
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// radius -
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// list -
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//-----------------------------------------------------------------------------
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void CFuncLadder::FindNearbyDismountPoints( const Vector& origin, float radius, CUtlVector< CInfoLadderDismountHandle >& list )
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{
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#if !defined( CLIENT_DLL )
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CBaseEntity *pEntity = NULL;
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while ( (pEntity = gEntList.FindEntityByClassnameWithin( pEntity, "info_ladder_dismount", origin, radius)) != NULL )
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{
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CInfoLadderDismount *landingspot = static_cast< CInfoLadderDismount * >( pEntity );
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Assert( landingspot );
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// If spot has a target, then if the target is not this ladder, don't add to our list.
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if ( landingspot->m_target != NULL_STRING )
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{
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if ( landingspot->GetNextTarget() != this )
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{
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continue;
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}
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}
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CInfoLadderDismountHandle handle;
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handle = landingspot;
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if ( list.Find( handle ) == list.InvalidIndex() )
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{
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list.AddToTail( handle );
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}
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}
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CFuncLadder::InputEnable( inputdata_t &inputdata )
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{
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m_bDisabled = false;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : &inputdata -
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//-----------------------------------------------------------------------------
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void CFuncLadder::InputDisable( inputdata_t &inputdata )
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{
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m_bDisabled = true;
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CFuncLadder::PlayerGotOn( CBasePlayer *pPlayer )
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{
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#if !defined( CLIENT_DLL )
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m_OnPlayerGotOnLadder.FireOutput(this, pPlayer);
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pPlayer->EmitSound( "Ladder.StepRight" );
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Input : *pPlayer -
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//-----------------------------------------------------------------------------
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void CFuncLadder::PlayerGotOff( CBasePlayer *pPlayer )
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{
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#if !defined( CLIENT_DLL )
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m_OnPlayerGotOffLadder.FireOutput(this, pPlayer);
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#endif
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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// Output : Returns true on success, false on failure.
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//-----------------------------------------------------------------------------
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bool CFuncLadder::DontGetOnLadder( void ) const
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{
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return m_bFakeLadder;
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}
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#if !defined(CLIENT_DLL)
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const char *CFuncLadder::GetSurfacePropName()
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{
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if ( !m_surfacePropName )
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return NULL;
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return m_surfacePropName.ToCStr();
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}
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( FuncLadder, DT_FuncLadder );
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BEGIN_NETWORK_TABLE( CFuncLadder, DT_FuncLadder )
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#if !defined( CLIENT_DLL )
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SendPropVector( SENDINFO( m_vecPlayerMountPositionTop ), SPROP_COORD ),
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SendPropVector( SENDINFO( m_vecPlayerMountPositionBottom ), SPROP_COORD ),
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SendPropVector( SENDINFO( m_vecLadderDir ), SPROP_COORD ),
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SendPropBool( SENDINFO( m_bFakeLadder ) ),
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// SendPropStringT( SENDINFO(m_surfacePropName) ),
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#else
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RecvPropVector( RECVINFO( m_vecPlayerMountPositionTop ) ),
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RecvPropVector( RECVINFO( m_vecPlayerMountPositionBottom )),
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RecvPropVector( RECVINFO( m_vecLadderDir )),
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RecvPropBool( RECVINFO( m_bFakeLadder ) ),
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#endif
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( func_useableladder, CFuncLadder );
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//---------------------------------------------------------
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// Save/Restore
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//---------------------------------------------------------
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BEGIN_DATADESC( CFuncLadder )
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DEFINE_KEYFIELD( m_vecPlayerMountPositionTop, FIELD_VECTOR, "point0" ),
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DEFINE_KEYFIELD( m_vecPlayerMountPositionBottom, FIELD_VECTOR, "point1" ),
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DEFINE_FIELD( m_vecLadderDir, FIELD_VECTOR ),
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// DEFINE_FIELD( m_Dismounts, FIELD_UTLVECTOR ),
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DEFINE_FIELD( m_bFakeLadder, FIELD_BOOLEAN ),
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DEFINE_KEYFIELD( m_bDisabled, FIELD_BOOLEAN, "StartDisabled" ),
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#if !defined( CLIENT_DLL )
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DEFINE_KEYFIELD( m_surfacePropName,FIELD_STRING, "ladderSurfaceProperties" ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Enable", InputEnable ),
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DEFINE_INPUTFUNC( FIELD_VOID, "Disable", InputDisable ),
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DEFINE_OUTPUT( m_OnPlayerGotOnLadder, "OnPlayerGotOnLadder" ),
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DEFINE_OUTPUT( m_OnPlayerGotOffLadder, "OnPlayerGotOffLadder" ),
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#endif
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END_DATADESC()
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CInfoLadderDismount::DrawDebugGeometryOverlays()
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{
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#if !defined( CLIENT_DLL )
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BaseClass::DrawDebugGeometryOverlays();
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if ( developer.GetBool() )
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{
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NDebugOverlay::Box( GetAbsOrigin(), Vector( -16, -16, 0 ), Vector( 16, 16, 8 ), 127, 127, 127, 127, 0 );
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}
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#endif
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}
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#if defined( GAME_DLL )
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int CFuncLadder::UpdateTransmitState()
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{
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// transmit if in PVS for clientside prediction
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return SetTransmitState( FL_EDICT_PVSCHECK );
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}
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#endif
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IMPLEMENT_NETWORKCLASS_ALIASED( InfoLadderDismount, DT_InfoLadderDismount );
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BEGIN_NETWORK_TABLE( CInfoLadderDismount, DT_InfoLadderDismount )
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END_NETWORK_TABLE()
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LINK_ENTITY_TO_CLASS( info_ladder_dismount, CInfoLadderDismount );
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#if defined(GAME_DLL)
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const char *FuncLadder_GetSurfaceprops(CBaseEntity *pLadderEntity)
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{
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CFuncLadder *pLadder = dynamic_cast<CFuncLadder *>(pLadderEntity);
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if ( pLadder )
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{
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if ( pLadder->GetSurfacePropName() )
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return pLadder->GetSurfacePropName();
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}
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return "ladder";
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}
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#endif
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