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global function CreatePickupGlow
global function PickupGlow_SetColor

global struct PickupGlow
{
	entity cpoint
	entity glowFX
}

PickupGlow function CreatePickupGlow( entity ent, int r, int g, int b )
{
	vector origin = ent.GetOrigin()
	entity cpoint = CreateEntity( "info_placement_helper" )
	SetTargetName( cpoint, UniqueString( "pickup_controlpoint" ) )
	DispatchSpawn( cpoint )
	cpoint.SetOrigin( Vector(r,g,b) )
	entity glowFX = PlayFXWithControlPoint( COLLECTIBLE_PICKUP_EFFECT, origin, cpoint, -1, null, null, C_PLAYFX_LOOP )

	PickupGlow pickupGlow
	pickupGlow.cpoint = cpoint
	pickupGlow.glowFX = glowFX
	thread PickupGlowCleanup( ent, pickupGlow )
	return pickupGlow
}

void function PickupGlowCleanup( entity ent, PickupGlow pickupGlow )
{
	OnThreadEnd(
		function() : ( pickupGlow )
		{
			StopPickupGlow( pickupGlow )
		}
	)

	ent.WaitSignal( "OnDestroy" )
}

void function StopPickupGlow( PickupGlow pickupGlow )
{
	if ( IsValid( pickupGlow.cpoint ) )
		pickupGlow.cpoint.Destroy()

	if ( IsValid(pickupGlow.glowFX) )
	{
		EntityFire( pickupGlow.glowFX, "StopPlayEndCap" )
		pickupGlow.glowFX.Destroy()
	}
}

void function PickupGlow_SetColor( PickupGlow pickupGlow, int r, int g, int b )
{
	pickupGlow.cpoint.SetOrigin( Vector( r, g, b ) )
}