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//========= Copyright <EFBFBD> 1996-2008, 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 LOGIC_PLAYERPROXY_H
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#define LOGIC_PLAYERPROXY_H
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#pragma once
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//-----------------------------------------------------------------------------
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// Purpose: Used to relay outputs/inputs from the player to the world and vice versa
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//-----------------------------------------------------------------------------
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class CLogicPlayerProxy : public CLogicalEntity
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{
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DECLARE_CLASS( CLogicPlayerProxy, CLogicalEntity );
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DECLARE_DATADESC();
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public:
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// FIXME: Subclass
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#if defined( HL2_DLL )
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COutputEvent m_OnFlashlightOn;
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COutputEvent m_OnFlashlightOff;
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COutputEvent m_PlayerMissedAR2AltFire; // Player fired a combine ball which did not dissolve any enemies.
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#endif // HL2_DLL
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COutputEvent m_PlayerHasAmmo;
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COutputEvent m_PlayerHasNoAmmo;
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COutputEvent m_PlayerDied;
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COutputInt m_RequestedPlayerHealth;
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#if defined HL2_EPISODIC
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void InputSetFlashlightSlowDrain( inputdata_t &inputdata );
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void InputSetFlashlightNormalDrain( inputdata_t &inputdata );
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void InputLowerWeapon( inputdata_t &inputdata );
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void InputSetLocatorTargetEntity( inputdata_t &inputdata );
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#endif // HL2_EPISODIC
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void InputRequestPlayerHealth( inputdata_t &inputdata );
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void InputSetPlayerHealth( inputdata_t &inputdata );
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void InputRequestAmmoState( inputdata_t &inputdata );
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void InputEnableCappedPhysicsDamage( inputdata_t &inputdata );
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void InputDisableCappedPhysicsDamage( inputdata_t &inputdata );
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void Activate( void );
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bool PassesDamageFilter( const CTakeDamageInfo &info );
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EHANDLE m_hPlayer;
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};
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#endif // LOGIC_PLAYERPROXY_H
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