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300 lines
7.9 KiB
300 lines
7.9 KiB
5 years ago
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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 TF_WEAPON_MEDIGUN_H
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#define TF_WEAPON_MEDIGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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#if defined( CLIENT_DLL )
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#define CWeaponMedigun C_WeaponMedigun
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#define CTFMedigunShield C_TFMedigunShield
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#endif
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class CTFMedigunShield;
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class CTFReviveMarker;
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enum medigun_weapontypes_t
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{
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MEDIGUN_STANDARD = 0,
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MEDIGUN_UBER,
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MEDIGUN_QUICKFIX,
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MEDIGUN_RESIST,
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};
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enum medigun_resist_types_t
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{
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MEDIGUN_BULLET_RESIST = 0,
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MEDIGUN_BLAST_RESIST,
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MEDIGUN_FIRE_RESIST,
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MEDIGUN_NUM_RESISTS
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};
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struct MedigunEffects_t
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{
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ETFCond eCondition;
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ETFCond eWearingOffCondition;
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const char *pszChargeOnSound;
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const char *pszChargeOffSound;
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};
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extern MedigunEffects_t g_MedigunEffects[MEDIGUN_NUM_CHARGE_TYPES];
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#define MAX_HEALING_TARGETS 1 //6
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#define CLEAR_ALL_TARGETS -1
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//=========================================================
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// Beam healing gun
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//=========================================================
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class CWeaponMedigun : public CTFWeaponBaseGun
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{
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DECLARE_CLASS( CWeaponMedigun, CTFWeaponBaseGun );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponMedigun( void );
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~CWeaponMedigun( void );
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virtual void Precache();
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void UpdateOnRemove( void );
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virtual void ItemHolsterFrame( void );
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virtual void ItemPostFrame( void );
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virtual bool Lower( void );
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual void WeaponIdle( void );
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void DrainCharge( void );
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virtual void WeaponReset( void );
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virtual float GetTargetRange( void );
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virtual float GetStickRange( void );
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virtual float GetHealRate( void );
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virtual bool AppliesModifier( void ) { return true; }
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virtual int GetWeaponID( void ) const { return TF_WEAPON_MEDIGUN; }
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int GetMedigunType( void ) const;
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bool IsReleasingCharge( void ) const;
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medigun_charge_types GetChargeType( void ) const;
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void CycleResistType();
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medigun_resist_types_t GetResistType() const;
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CBaseEntity *GetHealTarget( void ) { return IsAttachedToBuilding() ? NULL : m_hHealingTarget.Get(); }
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bool IsAllowedToTargetBuildings( void );
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bool IsAttachedToBuilding( void );
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#ifdef GAME_DLL
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// We may or may not be healing this person still. Resets on WeaponReset
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CBaseEntity *GetMostRecentHealTarget( void ) { return m_hLastHealingTarget.Get(); }
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void RecalcEffectOnTarget( CTFPlayer *pPlayer, bool bInstantRemove = false );
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#endif
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float GetReleaseStartedAt( void ) { return m_flReleaseStartedAt; }
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#if defined( CLIENT_DLL )
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// Stop all sounds being output.
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void StopHealSound( bool bStopHealingSound = true, bool bStopNoTargetSound = true );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink();
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void UpdateEffects( void );
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void ForceHealingTargetUpdate( void ) { m_bUpdateHealingTargets = true; }
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void StopChargeEffect( bool bImmediately );
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void ManageChargeEffect( void );
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void UpdateMedicAutoCallers( void );
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#else
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void HealTargetThink( void );
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void AddCharge( float flPercentage );
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void SubtractCharge( float flPercentage );
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#endif
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void SetChargeLevel( float flChargeLevel ) { m_flChargeLevel = flChargeLevel; }
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float GetChargeLevel( void ) const { return m_flChargeLevel; }
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float GetMinChargeAmount( void ) const;
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virtual void OnControlStunned( void );
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virtual bool IsHolstered(){ return m_bHolstered; }
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float GetProgress( void );
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const char* GetEffectLabelText( void ) { return "#TF_Rescue"; }
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bool EffectMeterShouldFlash( void );
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private:
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void SubtractChargeAndUpdateDeployState( float flSubtractAmount, bool bForceDrain );
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bool FindAndHealTargets( void );
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void MaintainTargetInSlot();
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void FindNewTargetForSlot();
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void RemoveHealingTarget( bool bStopHealingSelf = false );
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bool HealingTarget( CBaseEntity *pTarget );
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bool AllowedToHealTarget( CBaseEntity *pTarget );
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void CheckAchievementsOnHealTarget( void );
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void StartHealingTarget( CBaseEntity *pTarget );
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void StopHealingOwner( void );
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const char *GetHealSound() const;
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#ifdef GAME_DLL
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void UberchargeChunkDeployed();
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#endif
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void CreateMedigunShield( void );
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void RemoveMedigunShield( void );
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public:
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#ifdef STAGING_ONLY
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CTFMedigunShield *GetMedigunShield() const { return m_hMedigunShield; }
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bool HasPermanentShield() const;
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#endif // STAGING_ONLY
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#ifdef GAME_DLL
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CNetworkHandle( CBaseEntity, m_hHealingTarget );
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CHandle< CBaseEntity > m_hLastHealingTarget;
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#else
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CNetworkHandle( C_BaseEntity, m_hHealingTarget );
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#endif
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bool m_bWasHealingBeforeDeath;
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protected:
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// Networked data.
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CNetworkVar( bool, m_bHealing );
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CNetworkVar( bool, m_bAttacking );
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double m_flNextBuzzTime;
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float m_flHealEffectLifetime; // Count down until the healing effect goes off.
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float m_flReleaseStartedAt;
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CNetworkVar( bool, m_bHolstered );
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CNetworkVar( bool, m_bChargeRelease );
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CNetworkVar( float, m_flChargeLevel );
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CNetworkVar( int, m_nChargeResistType );
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float m_flNextTargetCheckTime;
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bool m_bCanChangeTarget; // used to track the PrimaryAttack key being released for AutoHeal mode
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bool m_bAttack2Down;
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bool m_bAttack3Down;
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bool m_bReloadDown;
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float m_flEndResistCharge;
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struct targetdetachtimes_t
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{
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float flTime;
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EHANDLE hTarget;
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};
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CUtlVector<targetdetachtimes_t> m_DetachedTargets; // Tracks times we last applied charge to a target. Used to drain faster for more targets.
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#ifdef GAME_DLL
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CDamageModifier m_DamageModifier; // This attaches to whoever we're healing.
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bool m_bHealingSelf;
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int m_nHealTargetClass;
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int m_nChargesReleased;
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#endif
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CHandle< CTFMedigunShield > m_hMedigunShield;
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CHandle< CTFReviveMarker > m_hReviveMarker;
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#ifdef CLIENT_DLL
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bool m_bPlayingSound;
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bool m_bUpdateHealingTargets;
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struct healingtargeteffects_t
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{
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C_BaseEntity *pOwner;
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C_BaseEntity *pTarget;
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CNewParticleEffect *pEffect;
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CNewParticleEffect *pCustomEffect;
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};
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healingtargeteffects_t m_hHealingTargetEffect;
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float m_flDenySecondary;
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bool m_bOldChargeRelease;
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int m_nOldChargeResistType;
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C_BaseEntity *m_pChargeEffectOwner;
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CNewParticleEffect *m_pChargeEffect;
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CSoundPatch *m_pChargedSound;
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CSoundPatch *m_pDisruptSound;
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CUtlVector< int > m_iAutoCallers;
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float m_flAutoCallerCheckTime;
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#endif
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private:
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CWeaponMedigun( const CWeaponMedigun & );
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};
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class CTFMedigunShield : public CBaseAnimating
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{
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DECLARE_CLASS( CTFMedigunShield, CBaseAnimating );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_DATADESC();
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CTFMedigunShield();
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~CTFMedigunShield();
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virtual void Spawn();
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virtual void Precache();
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virtual bool IsCombatItem( void ) const { return true; }
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void UpdateShieldPosition( void );
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#ifdef GAME_DLL
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virtual void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr, CDmgAccumulator *pAccumulator );
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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static CTFMedigunShield *Create( CTFPlayer *pOwner );
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// virtual bool TestCollision( const Ray_t &ray, unsigned int mask, trace_t& trace );
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virtual bool ShouldCollide( int collisionGroup, int contentsMask ) const;
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virtual void StartTouch( CBaseEntity *pOther ) OVERRIDE;
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void ShieldTouch( CBaseEntity *pOther );
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virtual void EndTouch( CBaseEntity *pOther ) OVERRIDE;
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void ShieldThink( void );
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void RemoveShield( void );
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#ifdef STAGING_ONLY
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void SetPermanentShield( bool bPermanent ) { m_bPermanentShield = bPermanent; }
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#endif // STAGING_ONLY
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#else
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virtual void ClientThink();
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#endif
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private:
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int m_nBlinkCount;
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#ifdef GAME_DLL
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float m_flShieldEnergyLevel;
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CSoundPatch *m_pTouchLoop;
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#ifdef STAGING_ONLY
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bool m_bPermanentShield;
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#endif // STAGING_ONLY
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#endif // GAME_DLL
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};
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#endif // TF_WEAPON_MEDIGUN_H
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