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game/server/CRagdollMagnet.h
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46
game/server/CRagdollMagnet.h
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//========= Copyright <20> 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Used to influence the initial force for a dying NPC's ragdoll.
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// Passive entity. Just represents position in the world, radius, force
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//
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// $NoKeywords: $
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//=============================================================================//
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#pragma once
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#ifndef CRAGDOLLMAGNET_H
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#define CRAGDOLLMAGNET_H
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#define SF_RAGDOLLMAGNET_BAR 0x00000002 // this is a bar magnet.
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class CRagdollMagnet : public CPointEntity
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{
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public:
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DECLARE_CLASS( CRagdollMagnet, CPointEntity );
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DECLARE_DATADESC();
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Vector GetForceVector( CBaseEntity *pNPC );
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float GetRadius( void ) { return m_radius; }
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Vector GetAxisVector( void ) { return m_axis - GetAbsOrigin(); }
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float DistToPoint( const Vector &vecPoint );
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bool IsEnabled( void ) { return !m_bDisabled; }
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int IsBarMagnet( void ) { return (m_spawnflags & SF_RAGDOLLMAGNET_BAR); }
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static CRagdollMagnet *FindBestMagnet( CBaseEntity *pNPC );
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void Enable( bool bEnable ) { m_bDisabled = !bEnable; }
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// Inputs
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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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bool m_bDisabled;
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float m_radius;
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float m_force;
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Vector m_axis;
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};
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#endif //CRAGDOLLMAGNET_H
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