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58 lines
1.2 KiB
58 lines
1.2 KiB
1 year ago
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#ifndef _INCLUDED_ASW_BROADCAST_CAMERA_H
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#define _INCLUDED_ASW_BROADCAST_CAMERA_H
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#ifdef _WIN32
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#pragma once
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#endif
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// like a normal CTriggerCamera, but changes the view of all players connected
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class CASW_Broadcast_Camera : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CASW_Broadcast_Camera, CBaseEntity );
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void Spawn( void );
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bool KeyValue( const char *szKeyName, const char *szValue );
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void Enable( void );
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void Disable( void );
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void FollowTarget( void );
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void Move(void);
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// asw
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void UpdateAllPlayers();
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void RestoreAllPlayerViews();
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// Always transmit to clients so they know where to move the view to
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virtual int UpdateTransmitState();
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DECLARE_DATADESC();
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// Input handlers
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void InputEnable( inputdata_t &inputdata );
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void InputDisable( inputdata_t &inputdata );
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private:
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EHANDLE m_hTarget;
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CBaseEntity *m_pPath;
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string_t m_sPath;
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float m_flWait;
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float m_flReturnTime;
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float m_flStopTime;
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float m_moveDistance;
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float m_targetSpeed;
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float m_initialSpeed;
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float m_acceleration;
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float m_deceleration;
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int m_state;
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Vector m_vecMoveDir;
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string_t m_iszTargetAttachment;
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int m_iAttachmentIndex;
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bool m_bSnapToGoal;
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Vector m_vecLastPos;
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private:
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COutputEvent m_OnEndFollow;
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};
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#endif //_INCLUDED_ASW_BROADCAST_CAMERA_H
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