#ifndef _INCLUDED_ASW_BAIT_H #define _INCLUDED_ASW_BAIT_H #ifdef _WIN32 #pragma once #endif #include "asw_shareddefs.h" class CASW_Bait : public CBaseCombatCharacter { public: DECLARE_CLASS( CASW_Bait, CBaseCombatCharacter ); DECLARE_DATADESC(); CASW_Bait(); virtual ~CASW_Bait(); public: void Spawn( void ); void Precache( void ); unsigned int PhysicsSolidMaskForEntity() const { return MASK_NPCSOLID; } void BaitTouch( CBaseEntity *pOther ); void LayFlat(); static CASW_Bait* Bait_Create( const Vector &position, const QAngle &angles, const Vector &velocity, const AngularImpulse &angVelocity, CBaseEntity *pOwner); float GetDuration() { return m_flTimeBurnOut; } void SetDuration( float fDuration ) { m_flTimeBurnOut = fDuration; } protected: bool m_inSolid; public: void Start( float lifeTime ); void Die( float fadeTime ); void Launch( const Vector &direction, float speed ); virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_BAIT; } void BaitThink( void ); float m_flTimeBurnOut; int m_nBounces; }; #endif // _INCLUDED_ASW_BAIT_H