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/*
*
* This program is free software ; you can redistribute it and / or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation ; either version 2 of the License , or ( at
* your option ) any later version .
*
* This program is distributed in the hope that it will be useful , but
* WITHOUT ANY WARRANTY ; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE . See the GNU
* General Public License for more details .
*
* You should have received a copy of the GNU General Public License
* along with this program ; if not , write to the Free Software Foundation ,
* Inc . , 59 Temple Place , Suite 330 , Boston , MA 02111 - 1307 USA
*
* In addition , as a special exception , the author gives permission to
* link the code of this program with the Half - Life Game Engine ( " HL
* Engine " ) and Modified Game Libraries ( " MODs " ) developed by Valve,
* L . L . C ( " Valve " ) . You must obey the GNU General Public License in all
* respects for all of the code used other than the HL Engine and MODs
* from Valve . If you modify this file , you may extend this exception
* to your version of the file , but you are not obligated to do so . If
* you do not wish to do so , delete this exception statement from your
* version .
*
*/
# ifndef TRIGGERS_H
# define TRIGGERS_H
# ifdef _WIN32
# pragma once
# endif
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# define GRENADETYPE_SMOKE 1
# define GRENADETYPE_FLASH 2
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# define MAX_ITEM_COUNTS 32
# define MAX_ENTITY 512 // We can only ever move 512 entities across a transition
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// triggers
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# define SF_TRIGGER_ALLOWMONSTERS 1 // monsters allowed to fire this trigger
# define SF_TRIGGER_NOCLIENTS 2 // players not allowed to fire this trigger
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# define SF_TRIGGER_PUSHABLES 4 // only pushables can fire this trigger
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# define SF_TRIGGER_NO_RESTART 64 // it is not allowed to be restarted on a new round
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# define SF_TRIGGER_PUSH_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
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# define SF_TRIGGER_HURT_TARGETONCE 1 // Only fire hurt target once
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# define SF_TRIGGER_HURT_START_OFF 2 // spawnflag that makes trigger_push spawn turned OFF
# define SF_TRIGGER_HURT_NO_CLIENTS 8 // spawnflag that makes trigger_push spawn turned OFF
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# define SF_TRIGGER_HURT_CLIENTONLYFIRE 16 // trigger hurt will only fire its target if it is hurting a client
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# define SF_TRIGGER_HURT_CLIENTONLYTOUCH 32 // only clients may touch this trigger.
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# define SF_AUTO_FIREONCE 0x0001
# define SF_RELAY_FIREONCE 0x0001
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# define SF_ENDSECTION_USEONLY 0x0001
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# define SF_MULTIMAN_CLONE 0x80000000
# define SF_MULTIMAN_THREAD 0x00000001
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# define SF_CHANGELEVEL_USEONLY 0x0002
# define SF_CAMERA_PLAYER_POSITION 1
# define SF_CAMERA_PLAYER_TARGET 2
# define SF_CAMERA_PLAYER_TAKECONTROL 4
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// Flags to indicate masking off various render parameters that are normally copied to the targets
# define SF_RENDER_MASKFX (1 << 0)
# define SF_RENDER_MASKAMT (1 << 1)
# define SF_RENDER_MASKMODE (1 << 2)
# define SF_RENDER_MASKCOLOR (1 << 3)
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class CFrictionModifier : public CBaseEntity
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
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# endif
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public :
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void EXPORT ChangeFriction ( CBaseEntity * pOther ) ;
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 1 ] ;
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float m_frictionFraction ;
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} ;
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// This trigger will fire when the level spawns (or respawns if not fire once)
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// It will check a global state before firing. It supports delay and killtargets
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class CAutoTrigger : public CBaseDelay
{
public :
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virtual void Spawn ( ) ;
virtual void Precache ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseDelay : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
virtual void Think ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
void Precache_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
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void Think_ ( ) ;
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# endif
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public :
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 2 ] ;
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int m_globalstate ;
USE_TYPE triggerType ;
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} ;
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class CTriggerRelay : public CBaseDelay
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseDelay : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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public :
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 1 ] ;
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USE_TYPE triggerType ;
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} ;
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// The Multimanager Entity - when fired, will fire up to 16 targets
// at specified times.
// FLAG: THREAD (create clones when triggered)
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// FLAG: CLONE (this is a clone for a threaded execution)
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class CMultiManager : public CBaseToggle
{
public :
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virtual void Spawn ( ) ;
virtual void Restart ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseToggle : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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virtual BOOL HasTarget ( string_t targetname ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
void Restart_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
BOOL HasTarget_ ( string_t targetname ) ;
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# endif
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public :
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void EXPORT ManagerThink ( ) ;
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void EXPORT ManagerUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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private :
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BOOL IsClone ( )
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{
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if ( pev - > spawnflags & SF_MULTIMAN_CLONE )
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{
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return TRUE ;
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}
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return FALSE ;
}
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BOOL ShouldClone ( )
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{
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if ( IsClone ( ) )
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{
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return FALSE ;
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}
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if ( pev - > spawnflags & SF_MULTIMAN_THREAD )
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{
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return TRUE ;
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}
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return FALSE ;
}
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CMultiManager * Clone ( ) ;
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public :
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 5 ] ;
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int m_cTargets ;
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int m_index ;
float m_startTime ;
int m_iTargetName [ MAX_MULTI_TARGETS ] ;
float m_flTargetDelay [ MAX_MULTI_TARGETS ] ;
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} ;
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// Render parameters trigger
//
// This entity will copy its render parameters (renderfx, rendermode, rendercolor, renderamt)
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// to its targets when triggered.
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class CRenderFxManager : public CBaseEntity
{
public :
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virtual void Spawn ( ) ;
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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} ;
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class CBaseTrigger : public CBaseToggle
{
public :
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virtual void KeyValue ( KeyValueData * pkvd ) ;
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virtual int ObjectCaps ( ) { return ( CBaseToggle : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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# ifdef HOOK_GAMEDLL
void KeyValue_ ( KeyValueData * pkvd ) ;
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# endif
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public :
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void EXPORT TeleportTouch ( CBaseEntity * pOther ) ;
void EXPORT MultiTouch ( CBaseEntity * pOther ) ;
void EXPORT HurtTouch ( CBaseEntity * pOther ) ;
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void EXPORT CDAudioTouch ( CBaseEntity * pOther ) ;
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void ActivateMultiTrigger ( CBaseEntity * pActivator ) ;
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void EXPORT MultiWaitOver ( ) ;
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void EXPORT CounterUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
void EXPORT ToggleUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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void InitTrigger ( ) ;
} ;
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// trigger_hurt - hurts anything that touches it. if the trigger has a targetname, firing it will toggle state
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// int gfToggleState = 0; // used to determine when all radiation trigger hurts have called 'RadiationThink'
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class CTriggerHurt : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT RadiationThink ( ) ;
} ;
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class CTriggerMonsterJump : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
virtual void Think ( ) ;
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virtual void Touch ( CBaseEntity * pOther ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
void Think_ ( ) ;
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void Touch_ ( CBaseEntity * pOther ) ;
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# endif
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} ;
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// trigger_cdaudio - starts/stops cd audio tracks
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class CTriggerCDAudio : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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virtual void Touch ( CBaseEntity * pOther ) ;
virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void Touch_ ( CBaseEntity * pOther ) ;
void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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public :
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void PlayTrack ( ) ;
} ;
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// This plays a CD track when fired or when the player enters it's radius
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class CTargetCDAudio : public CPointEntity
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
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virtual void Think ( ) ;
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
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void Think_ ( ) ;
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void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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public :
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void Play ( ) ;
} ;
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// QUAKED trigger_multiple (.5 .5 .5) ? notouch
// Variable sized repeatable trigger. Must be targeted at one or more entities.
// If "health" is set, the trigger must be killed to activate each time.
// If "delay" is set, the trigger waits some time after activating before firing.
// "wait" : Seconds between triggerings. (.2 default)
// If notouch is set, the trigger is only fired by other entities, not by touching.
// NOTOUCH has been obsoleted by trigger_relay!
// sounds
// 1) secret
// 2) beep beep
// 3) large switch
// 4)
// NEW
// if a trigger has a NETNAME, that NETNAME will become the TARGET of the triggered object.
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class CTriggerMultiple : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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// QUAKED trigger_once (.5 .5 .5) ? notouch
// Variable sized trigger. Triggers once, then removes itself. You must set the key "target" to the name of another object in the level that has a matching
// "targetname". If "health" is set, the trigger must be killed to activate.
// If notouch is set, the trigger is only fired by other entities, not by touching.
// if "killtarget" is set, any objects that have a matching "target" will be removed when the trigger is fired.
// if "angle" is set, the trigger will only fire when someone is facing the direction of the angle. Use "360" for an angle of 0.
// sounds
// 1) secret
// 2) beep beep
// 3) large switch
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// 4)
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class CTriggerOnce : public CTriggerMultiple
{
public :
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virtual void Spawn ( ) ;
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# ifdef REGAMEDLL_FIXES
virtual void Restart ( ) ;
# endif
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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// QUAKED trigger_counter (.5 .5 .5) ? nomessage
// Acts as an intermediary for an action that takes multiple inputs.
// If nomessage is not set, it will print "1 more.. " etc when triggered and
// "sequence complete" when finished. After the counter has been triggered "cTriggersLeft"
// times (default 2), it will fire all of it's targets and remove itself.
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class CTriggerCounter : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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// Derive from point entity so this doesn't move across levels
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class CTriggerVolume : public CPointEntity
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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// Fires a target after level transition and then dies
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class CFireAndDie : public CBaseDelay
{
public :
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virtual void Spawn ( ) ;
virtual void Precache ( ) ;
virtual int ObjectCaps ( ) { return ( CBaseDelay : : ObjectCaps ( ) | FCAP_FORCE_TRANSITION ) ; } // Always go across transitions
virtual void Think ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
void Precache_ ( ) ;
void Think_ ( ) ;
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# endif
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} ;
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// QUAKED trigger_changelevel (0.5 0.5 0.5) ? NO_INTERMISSION
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// When the player touches this, he gets sent to the map listed in the "map" variable. Unless the NO_INTERMISSION flag is set, the view will go to the info_intermission spot and display stats.
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class CChangeLevel : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
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# endif
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public :
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void EXPORT UseChangeLevel ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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void EXPORT TriggerChangeLevel ( ) ;
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void EXPORT ExecuteChangeLevel ( ) ;
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void EXPORT TouchChangeLevel ( CBaseEntity * pOther ) ;
void ChangeLevelNow ( CBaseEntity * pActivator ) ;
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static edict_t * FindLandmark ( const char * pLandmarkName ) ;
static int ChangeList ( LEVELLIST * pLevelList , int maxList ) ;
static int AddTransitionToList ( LEVELLIST * pLevelList , int listCount , const char * pMapName , const char * pLandmarkName , edict_t * pentLandmark ) ;
static int InTransitionVolume ( CBaseEntity * pEntity , char * pVolumeName ) ;
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public :
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 4 ] ;
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char m_szMapName [ cchMapNameMost ] ; // trigger_changelevel only: next map
char m_szLandmarkName [ cchMapNameMost ] ; // trigger_changelevel only: landmark on next map
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int m_changeTarget ;
float m_changeTargetDelay ;
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} ;
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class CLadder : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
virtual void Precache ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
void Precache_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
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# endif
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} ;
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class CTriggerPush : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual void Touch ( CBaseEntity * pOther ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
void Touch_ ( CBaseEntity * pOther ) ;
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# endif
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} ;
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class CTriggerTeleport : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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class CBuyZone : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT BuyTouch ( CBaseEntity * pOther ) ;
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} ;
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class CBombTarget : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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public :
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void EXPORT BombTargetTouch ( CBaseEntity * pOther ) ;
void EXPORT BombTargetUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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} ;
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class CHostageRescue : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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public :
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void EXPORT HostageRescueTouch ( CBaseEntity * pOther ) ;
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} ;
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class CEscapeZone : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT EscapeTouch ( CBaseEntity * pOther ) ;
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} ;
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class CVIP_SafetyZone : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT VIP_SafetyTouch ( CBaseEntity * pOther ) ;
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} ;
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class CTriggerSave : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT SaveTouch ( CBaseEntity * pOther ) ;
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} ;
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class CTriggerEndSection : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
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# endif
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public :
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void EXPORT EndSectionTouch ( CBaseEntity * pOther ) ;
void EXPORT EndSectionUse ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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} ;
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class CTriggerGravity : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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void EXPORT GravityTouch ( CBaseEntity * pOther ) ;
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} ;
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// this is a really bad idea.
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class CTriggerChangeTarget : public CBaseDelay
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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public :
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 1 ] ;
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private :
int m_iszNewTarget ;
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} ;
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class CTriggerCamera : public CBaseDelay
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
virtual int Save ( CSave & save ) ;
virtual int Restore ( CRestore & restore ) ;
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virtual int ObjectCaps ( ) { return ( CBaseEntity : : ObjectCaps ( ) & ~ FCAP_ACROSS_TRANSITION ) ; }
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virtual void Use ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
int Save_ ( CSave & save ) ;
int Restore_ ( CRestore & restore ) ;
void Use_ ( CBaseEntity * pActivator , CBaseEntity * pCaller , USE_TYPE useType , float value ) ;
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# endif
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public :
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void EXPORT FollowTarget ( ) ;
void Move ( ) ;
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static TYPEDESCRIPTION IMPL ( m_SaveData ) [ 13 ] ;
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EHANDLE m_hPlayer ;
EHANDLE m_hTarget ;
CBaseEntity * m_pentPath ;
int m_sPath ;
float m_flWait ;
float m_flReturnTime ;
float m_flStopTime ;
float m_moveDistance ;
float m_targetSpeed ;
float m_initialSpeed ;
float m_acceleration ;
float m_deceleration ;
int m_state ;
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} ;
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class CWeather : public CBaseTrigger
{
public :
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virtual void Spawn ( ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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# endif
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} ;
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class CClientFog : public CBaseEntity
{
public :
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virtual void Spawn ( ) ;
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virtual void KeyValue ( KeyValueData * pkvd ) ;
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# ifdef HOOK_GAMEDLL
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void Spawn_ ( ) ;
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void KeyValue_ ( KeyValueData * pkvd ) ;
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# endif
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public :
int m_iStartDist ;
int m_iEndDist ;
float m_fDensity ;
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} ;
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void PlayCDTrack ( int iTrack ) ;
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int BuildChangeList ( LEVELLIST * pLevelList , int maxList ) ;
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void NextLevel ( ) ;
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# endif // TRIGGERS_H