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247 lines
7.0 KiB
247 lines
7.0 KiB
5 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Engineer's Sentrygun
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_OBJ_SENTRYGUN_H
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#define TF_OBJ_SENTRYGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_obj.h"
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#include "tf_projectile_rocket.h"
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class CTFPlayer;
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enum
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{
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SENTRY_LEVEL_1 = 0,
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// SENTRY_LEVEL_1_UPGRADING,
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SENTRY_LEVEL_2,
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// SENTRY_LEVEL_2_UPGRADING,
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SENTRY_LEVEL_3,
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};
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#define SF_SENTRY_UPGRADEABLE (LAST_SF_BASEOBJ<<1)
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#define SF_SENTRY_INFINITE_AMMO (LAST_SF_BASEOBJ<<2)
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#define SENTRYGUN_MAX_HEALTH 150
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#define SENTRYGUN_MINI_MAX_HEALTH 100
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#define SENTRY_MAX_RANGE 1100.0f // magic numbers are evil, people. adding this #define to demystify the value. (MSB 5/14/09)
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#define SENTRY_MAX_RANGE_SQRD 1210000.0f
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// ------------------------------------------------------------------------ //
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// Sentrygun object that's built by the player
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// ------------------------------------------------------------------------ //
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class CObjectSentrygun : public CBaseObject
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{
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DECLARE_CLASS( CObjectSentrygun, CBaseObject );
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public:
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DECLARE_SERVERCLASS();
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CObjectSentrygun();
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static CObjectSentrygun* Create(const Vector &vOrigin, const QAngle &vAngles);
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virtual void Spawn();
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virtual void FirstSpawn();
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virtual void Precache();
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virtual void OnGoActive( void );
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virtual int DrawDebugTextOverlays(void);
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virtual int OnTakeDamage( const CTakeDamageInfo &info );
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virtual void Killed( const CTakeDamageInfo &info );
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virtual void SetModel( const char *pModel );
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virtual bool StartBuilding( CBaseEntity *pBuilder );
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virtual void SetStartBuildingModel( void );
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virtual void StartPlacement( CTFPlayer *pPlayer );
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// Engineer hit me with a wrench
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virtual bool OnWrenchHit( CTFPlayer *pPlayer, CTFWrench *pWrench, Vector hitLoc );
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virtual void OnStartDisabled( void );
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virtual void OnEndDisabled( void );
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virtual int GetTracerAttachment( void );
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virtual bool IsUpgrading( void ) const { return m_iState == SENTRY_STATE_UPGRADING; }
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virtual float GetTimeSinceLastFired( void ) const { return m_timeSinceLastFired.GetElapsedTime(); }
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virtual const QAngle &GetTurretAngles( void ) const { return m_vecCurAngles; }
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virtual void SetBuildingSize( void );
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void ClearTarget( void ) { m_hEnemy = NULL; }
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CBaseEntity *GetTarget( void ) { return m_hEnemy.Get(); }
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void FireNextFrame( void ) { m_bFireNextFrame = true; }
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void FireRocketNextFrame( void ) {m_bFireRocketNextFrame = true; }
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void SetAutoAimTarget( CTFPlayer* pPlayer );
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int GetFireAttachment( void );
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void OnKilledEnemy(CBasePlayer* pVictim);
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virtual void MakeMiniBuilding( CTFPlayer* pPlayer );
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virtual void MakeCarriedObject( CTFPlayer *pCarrier );
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void MakeScaledBuilding( CTFPlayer* pPlayer );
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float GetPushMultiplier();
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void EmitSentrySound( const char* soundname );
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void EmitSentrySound( IRecipientFilter& filter, int iEntIndex, const char *soundname );
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CTFPlayer * GetAssistingTeammate( float maxAssistDuration = -1.0f ) const;
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virtual int GetBaseHealth( void ) { return SENTRYGUN_MAX_HEALTH; }
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void SetShieldLevel( int nLevel, float flDuration ) { m_nShieldLevel = nLevel; m_flShieldFadeTime = gpGlobals->curtime + flDuration; }
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virtual int GetMaxUpgradeLevel( void ) OVERRIDE;
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virtual int GetMiniBuildingStartingHealth( void ) OVERRIDE { return SENTRYGUN_MINI_MAX_HEALTH; }
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void RemoveAllAmmo();
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virtual int GetMaxHealthForCurrentLevel( void );
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virtual int GetUpgradeMetalRequired();
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bool IsScaledSentry() { return m_flScaledSentry != 1.0f; }
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virtual int GetShieldLevel() { return m_nShieldLevel; }
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virtual bool IsTruceValidForEnt( void ) const OVERRIDE { return true; }
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private:
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Vector GetEnemyAimPosition( CBaseEntity* pEnemy ) const;
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// Main think
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void SentryThink( void );
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// If the players hit us with a wrench, should we upgrade
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bool CanBeUpgraded( CTFPlayer *pPlayer );
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void StartUpgrading( void );
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void FinishUpgrading( void );
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// Target acquisition
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bool FindTarget( void );
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bool ValidTargetPlayer( CTFPlayer *pPlayer, const Vector &vecStart, const Vector &vecEnd );
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bool ValidTargetObject( CBaseObject *pObject, const Vector &vecStart, const Vector &vecEnd );
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bool ValidTargetBot( CBaseCombatCharacter *pBot, const Vector &vecStart, const Vector &vecEnd );
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void FoundTarget( CBaseEntity *pTarget, const Vector &vecSoundCenter, bool bNoSound=false );
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bool FInViewCone ( CBaseEntity *pEntity );
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int Range( CBaseEntity *pTarget );
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// Rotations
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void SentryRotate( void );
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bool MoveTurret( void );
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// Attack
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void Attack( void );
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void MakeTracer( const Vector &vecTracerSrc, const trace_t &tr, int iTracerType );
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bool Fire( void );
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bool FireRocket( void );
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virtual void ModifyFireBulletsDamage( CTakeDamageInfo* dmgInfo );
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int GetBaseTurnRate( void );
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virtual void MakeDisposableBuilding( CTFPlayer *pPlayer );
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CNetworkVar( int, m_iState );
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float m_flNextAttack;
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float m_flFireRate;
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IntervalTimer m_timeSinceLastFired;
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// Rotation
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int m_iRightBound;
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int m_iLeftBound;
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int m_iBaseTurnRate;
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bool m_bTurningRight;
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QAngle m_vecCurAngles;
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QAngle m_vecGoalAngles;
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float m_flTurnRate;
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// Ammo
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CNetworkVar( int, m_iAmmoShells );
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CNetworkVar( int, m_iMaxAmmoShells );
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CNetworkVar( int, m_iAmmoRockets );
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CNetworkVar( int, m_iMaxAmmoRockets );
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int m_iOldAmmoShells;
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int m_iOldAmmoRockets;
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int m_iAmmoType;
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float m_flNextRocketAttack;
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// Target player / object
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CNetworkHandle( CBaseEntity, m_hEnemy );
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bool m_bFireNextFrame;
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bool m_bFireRocketNextFrame;
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float m_flSentryRange;
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// Player control shield.
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CNetworkVar( bool, m_bPlayerControlled );
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CNetworkVar( uint32, m_nShieldLevel );
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float m_flShieldFadeTime;
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// PDQ Sentry
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CNetworkVar( bool, m_bPDQSentry );
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//cached attachment indeces
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int m_iAttachments[4];
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int m_iPitchPoseParameter;
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int m_iYawPoseParameter;
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float m_flLastAttackedTime;
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float m_flHeavyBulletResist;
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CNetworkHandle( CTFPlayer, m_hAutoAimTarget );
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float m_flAutoAimStartTime;
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// for achievement: ACHIEVEMENT_TF_ENGINEER_MANUAL_SENTRY_ABSORB_DMG
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int m_iLifetimeShieldedDamage;
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DECLARE_DATADESC();
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CountdownTimer m_inCombatThrottleTimer;
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void UpdateNavMeshCombatStatus( void );
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CHandle< CTFPlayer > m_lastTeammateWrenchHit; // which teammate last hit us with a wrench
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IntervalTimer m_lastTeammateWrenchHitTimer; // time since last wrench hit
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int m_iLastMuzzleAttachmentFired;
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float m_flScaledSentry;
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};
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// sentry rocket class just to give it a unique class name, so we can distinguish it from other rockets
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class CTFProjectile_SentryRocket : public CTFProjectile_Rocket
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{
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public:
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DECLARE_CLASS( CTFProjectile_SentryRocket, CTFProjectile_Rocket );
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DECLARE_NETWORKCLASS();
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CTFProjectile_SentryRocket();
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virtual int GetProjectileType() const OVERRIDE { return TF_PROJECTILE_SENTRY_ROCKET; }
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// Creation.
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static CTFProjectile_SentryRocket *Create( const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
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virtual void Spawn();
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};
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#endif // TF_OBJ_SENTRYGUN_H
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