52 lines
1.6 KiB
C
52 lines
1.6 KiB
C
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//========= Copyright <20> 1996-2005, 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 RAGDOLLBOOGIE_H
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#define RAGDOLLBOOGIE_H
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#ifdef _WIN32
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#pragma once
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#endif
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//-----------------------------------------------------------------------------
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// Set this spawnflag before calling Spawn to get electrical effects
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//-----------------------------------------------------------------------------
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#define SF_RAGDOLL_BOOGIE_ELECTRICAL 0x10000
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#define SF_RAGDOLL_BOOGIE_ELECTRICAL_NARROW_BEAM 0x20000
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//-----------------------------------------------------------------------------
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// Makes ragdolls DANCE!
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//-----------------------------------------------------------------------------
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class CRagdollBoogie : public CBaseEntity
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{
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DECLARE_DATADESC();
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DECLARE_CLASS( CRagdollBoogie, CBaseEntity );
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public:
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static CRagdollBoogie *Create( CBaseEntity *pTarget, float flMagnitude, float flStartTime, float flLengthTime = 0.0f, int nSpawnFlags = 0 );
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static void IncrementSuppressionCount( CBaseEntity *pTarget );
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static void DecrementSuppressionCount( CBaseEntity *pTarget );
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virtual void Precache();
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void Spawn();
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private:
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void AttachToEntity( CBaseEntity *pTarget );
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void SetBoogieTime( float flStartTime, float flLengthTime );
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void SetMagnitude( float flMagnitude );
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void BoogieThink( void );
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void ZapThink();
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float m_flStartTime;
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float m_flBoogieLength;
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float m_flMagnitude;
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int m_nSuppressionCount;
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};
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#endif // RAGDOLLBOOGIE_H
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