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63
game/client/dod/c_te_firebullets.cpp
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63
game/client/dod/c_te_firebullets.cpp
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//========= Copyright 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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#include "cbase.h"
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#include "fx_dod_shared.h"
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#include "c_basetempentity.h"
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#include <cliententitylist.h>
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class C_TEFireBullets : public C_BaseTempEntity
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{
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public:
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DECLARE_CLASS( C_TEFireBullets, C_BaseTempEntity );
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DECLARE_CLIENTCLASS();
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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public:
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int m_iPlayer;
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Vector m_vecOrigin;
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QAngle m_vecAngles;
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int m_iWeaponID;
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int m_iMode;
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int m_iSeed;
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float m_flSpread;
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};
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void C_TEFireBullets::PostDataUpdate( DataUpdateType_t updateType )
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{
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// Create the effect.
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m_vecAngles.z = 0;
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FX_FireBullets(
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m_iPlayer+1,
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m_vecOrigin,
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m_vecAngles,
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m_iWeaponID,
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m_iMode,
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m_iSeed,
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m_flSpread );
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}
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IMPLEMENT_CLIENTCLASS_EVENT( C_TEFireBullets, DT_TEFireBullets, CTEFireBullets );
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BEGIN_RECV_TABLE_NOBASE(C_TEFireBullets, DT_TEFireBullets)
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RecvPropVector( RECVINFO( m_vecOrigin ) ),
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RecvPropFloat( RECVINFO( m_vecAngles[0] ) ),
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RecvPropFloat( RECVINFO( m_vecAngles[1] ) ),
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RecvPropInt( RECVINFO( m_iWeaponID ) ),
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RecvPropInt( RECVINFO( m_iMode ) ),
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RecvPropInt( RECVINFO( m_iSeed ) ),
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RecvPropInt( RECVINFO( m_iPlayer ) ),
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RecvPropFloat( RECVINFO( m_flSpread ) ),
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END_RECV_TABLE()
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