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game/server/flexcycler.h
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68
game/server/flexcycler.h
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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef FLEXCYCLER_H
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#define FLEXCYCLER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseflex.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CFlexCycler : public CBaseFlex
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{
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private:
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DECLARE_CLASS( CFlexCycler, CBaseFlex );
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public:
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DECLARE_DATADESC();
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CFlexCycler() { m_iszSentence = NULL_STRING; m_sentence = 0; }
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void GenericCyclerSpawn(char *szModel, Vector vecMin, Vector vecMax);
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virtual int ObjectCaps( void ) { return (BaseClass::ObjectCaps() | FCAP_IMPULSE_USE); }
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int OnTakeDamage( const CTakeDamageInfo &info );
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void Spawn( void );
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void Think( void );
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virtual void ProcessSceneEvents( void );
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// Don't treat as a live target
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virtual bool IsAlive( void ) { return FALSE; }
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float m_flextime;
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LocalFlexController_t m_flexnum;
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float m_flextarget[64];
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float m_blinktime;
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float m_looktime;
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Vector m_lookTarget;
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float m_speaktime;
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int m_istalking;
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int m_phoneme;
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string_t m_iszSentence;
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int m_sentence;
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void SetFlexTarget( LocalFlexController_t flexnum );
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LocalFlexController_t LookupFlex( const char *szTarget );
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};
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//
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// we should get rid of all the other cyclers and replace them with this.
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//
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class CGenericFlexCycler : public CFlexCycler
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{
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public:
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DECLARE_CLASS( CGenericFlexCycler, CFlexCycler );
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void Spawn( void ) { GenericCyclerSpawn( (char *)STRING( GetModelName() ), Vector(-16, -16, 0), Vector(16, 16, 72) ); }
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};
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#endif // FLEXCYCLER_H
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