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//========= Copyright <EFBFBD> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_RPG_H
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#define WEAPON_RPG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basehlcombatweapon.h"
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#include "Sprite.h"
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#include "npcevent.h"
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#include "beam_shared.h"
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class CWeaponRPG;
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class CLaserDot;
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class RocketTrail;
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//###########################################################################
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// >> CMissile (missile launcher class is below this one!)
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//###########################################################################
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class CMissile : public CBaseCombatCharacter
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{
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DECLARE_CLASS( CMissile, CBaseCombatCharacter );
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public:
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static const int EXPLOSION_RADIUS = 200;
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CMissile();
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~CMissile();
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Class_T Classify( void ) { return CLASS_MISSILE; }
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void Spawn( void );
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void Precache( void );
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void MissileTouch( CBaseEntity *pOther );
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void Explode( void );
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void ShotDown( void );
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void AccelerateThink( void );
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void AugerThink( void );
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void IgniteThink( void );
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void SeekThink( void );
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void DumbFire( void );
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void SetGracePeriod( float flGracePeriod );
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int OnTakeDamage_Alive( const CTakeDamageInfo &info );
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void Event_Killed( const CTakeDamageInfo &info );
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virtual float GetDamage() { return m_flDamage; }
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virtual void SetDamage(float flDamage) { m_flDamage = flDamage; }
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unsigned int PhysicsSolidMaskForEntity( void ) const;
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CHandle<CWeaponRPG> m_hOwner;
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static CMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, edict_t *pentOwner );
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void CreateDangerSounds( bool bState ){ m_bCreateDangerSounds = bState; }
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static void AddCustomDetonator( CBaseEntity *pEntity, float radius, float height = -1 );
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static void RemoveCustomDetonator( CBaseEntity *pEntity );
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protected:
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virtual void DoExplosion();
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virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
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virtual int AugerHealth() { return m_iMaxHealth - 20; }
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// Creates the smoke trail
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void CreateSmokeTrail( void );
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// Gets the shooting position
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void GetShootPosition( CLaserDot *pLaserDot, Vector *pShootPosition );
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CHandle<RocketTrail> m_hRocketTrail;
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float m_flAugerTime; // Amount of time to auger before blowing up anyway
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float m_flMarkDeadTime;
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float m_flDamage;
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struct CustomDetonator_t
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{
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EHANDLE hEntity;
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float radiusSq;
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float halfHeight;
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};
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static CUtlVector<CustomDetonator_t> gm_CustomDetonators;
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private:
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float m_flGracePeriodEndsAt;
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bool m_bCreateDangerSounds;
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DECLARE_DATADESC();
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};
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//-----------------------------------------------------------------------------
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// Laser dot control
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//-----------------------------------------------------------------------------
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CBaseEntity *CreateLaserDot( const Vector &origin, CBaseEntity *pOwner, bool bVisibleDot );
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void SetLaserDotTarget( CBaseEntity *pLaserDot, CBaseEntity *pTarget );
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void EnableLaserDot( CBaseEntity *pLaserDot, bool bEnable );
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//-----------------------------------------------------------------------------
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// Specialized mizzizzile
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//-----------------------------------------------------------------------------
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class CAPCMissile : public CMissile
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{
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DECLARE_CLASS( CMissile, CMissile );
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DECLARE_DATADESC();
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public:
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static CAPCMissile *Create( const Vector &vecOrigin, const QAngle &vecAngles, const Vector &vecVelocity, CBaseEntity *pOwner );
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CAPCMissile();
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~CAPCMissile();
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void Precache( void );
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void IgniteDelay( void );
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void AugerDelay( float flDelayTime );
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void ExplodeDelay( float flDelayTime );
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void DisableGuiding();
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#if defined( HL2_DLL )
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virtual Class_T Classify ( void ) { return CLASS_COMBINE; }
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#endif
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void AimAtSpecificTarget( CBaseEntity *pTarget );
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void SetGuidanceHint( const char *pHintName );
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void APCSeekThink( void );
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CAPCMissile *m_pNext;
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protected:
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virtual void DoExplosion();
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virtual void ComputeActualDotPosition( CLaserDot *pLaserDot, Vector *pActualDotPosition, float *pHomingSpeed );
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virtual int AugerHealth();
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private:
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void Init();
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void ComputeLeadingPosition( const Vector &vecShootPosition, CBaseEntity *pTarget, Vector *pLeadPosition );
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void BeginSeekThink();
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void AugerStartThink();
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void ExplodeThink();
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void APCMissileTouch( CBaseEntity *pOther );
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float m_flReachedTargetTime;
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float m_flIgnitionTime;
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bool m_bGuidingDisabled;
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float m_flLastHomingSpeed;
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EHANDLE m_hSpecificTarget;
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string_t m_strHint;
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};
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//-----------------------------------------------------------------------------
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// Finds apc missiles in cone
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//-----------------------------------------------------------------------------
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CAPCMissile *FindAPCMissileInCone( const Vector &vecOrigin, const Vector &vecDirection, float flAngle );
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//-----------------------------------------------------------------------------
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// RPG
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//-----------------------------------------------------------------------------
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class CWeaponRPG : public CBaseHLCombatWeapon
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{
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DECLARE_CLASS( CWeaponRPG, CBaseHLCombatWeapon );
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public:
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CWeaponRPG();
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~CWeaponRPG();
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DECLARE_SERVERCLASS();
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void Precache( void );
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void PrimaryAttack( void );
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virtual float GetFireRate( void ) { return 1; };
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void ItemPostFrame( void );
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void Activate( void );
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void DecrementAmmo( CBaseCombatCharacter *pOwner );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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bool Reload( void );
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bool WeaponShouldBeLowered( void );
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bool Lower( void );
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virtual void Drop( const Vector &vecVelocity );
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int GetMinBurst() { return 1; }
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int GetMaxBurst() { return 1; }
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float GetMinRestTime() { return 4.0; }
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float GetMaxRestTime() { return 4.0; }
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bool WeaponLOSCondition( const Vector &ownerPos, const Vector &targetPos, bool bSetConditions );
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int WeaponRangeAttack1Condition( float flDot, float flDist );
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void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary, CBaseEntity *pTarget = NULL );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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void StartGuiding( void );
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void StopGuiding( void );
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void ToggleGuiding( void );
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bool IsGuiding( void );
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void NotifyRocketDied( void );
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bool HasAnyAmmo( void );
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void SuppressGuiding( bool state = true );
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void CreateLaserPointer( void );
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void UpdateLaserPosition( Vector vecMuzzlePos = vec3_origin, Vector vecEndPos = vec3_origin );
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Vector GetLaserPosition( void );
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void StartLaserEffects( void );
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void StopLaserEffects( void );
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void UpdateLaserEffects( void );
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// NPC RPG users cheat and directly set the laser pointer's origin
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void UpdateNPCLaserPosition( const Vector &vecTarget );
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void SetNPCLaserPosition( const Vector &vecTarget );
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const Vector &GetNPCLaserPosition( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone = VECTOR_CONE_3DEGREES;
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return cone;
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}
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CBaseEntity *GetMissile( void ) { return m_hMissile; }
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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protected:
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bool m_bInitialStateUpdate;
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bool m_bGuiding;
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bool m_bHideGuiding; //User to override the player's wish to guide under certain circumstances
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Vector m_vecNPCLaserDot;
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CHandle<CLaserDot> m_hLaserDot;
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CHandle<CMissile> m_hMissile;
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CHandle<CSprite> m_hLaserMuzzleSprite;
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CHandle<CBeam> m_hLaserBeam;
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};
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#endif // WEAPON_RPG_H
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