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https://github.com/nillerusr/source-engine.git
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108 lines
2.4 KiB
C
108 lines
2.4 KiB
C
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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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#ifndef HL1_WEAPON_SATCHEL_H
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#define HL1_WEAPON_SATCHEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#ifndef CLIENT_DLL
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#include "hl1_basegrenade.h"
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#include "hl1_basecombatweapon_shared.h"
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#endif
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#ifdef CLIENT_DLL
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#define CWeaponSatchel C_WeaponSatchel
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponSatchel
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//-----------------------------------------------------------------------------
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class CWeaponSatchel : public CBaseHL1CombatWeapon
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{
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DECLARE_CLASS( CWeaponSatchel, CBaseHL1CombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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public:
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CWeaponSatchel( void );
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void Equip( CBaseCombatCharacter *pOwner );
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bool HasAnyAmmo( void );
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bool CanDeploy( void );
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void Precache( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void ItemPostFrame( void );
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const char *GetViewModel( int viewmodelindex = 0 ) const;
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const char *GetWorldModel( void ) const;
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bool HasChargeDeployed() { return ( m_iChargeReady != 0 ); }
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void OnRestore( void );
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// DECLARE_SERVERCLASS();
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DECLARE_DATADESC();
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private:
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void Throw( void );
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void ActivateSatchelModel( void );
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void ActivateRadioModel( void );
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private:
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CNetworkVar( int, m_iRadioViewIndex );
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CNetworkVar( int, m_iRadioWorldIndex );
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CNetworkVar( int, m_iSatchelViewIndex );
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CNetworkVar( int, m_iSatchelWorldIndex );
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CNetworkVar( int, m_iChargeReady );
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};
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#ifndef CLIENT_DLL
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//-----------------------------------------------------------------------------
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// CSatchelCharge
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//-----------------------------------------------------------------------------
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class CSatchelCharge : public CHL1BaseGrenade
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{
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public:
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DECLARE_CLASS( CSatchelCharge, CHL1BaseGrenade );
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CSatchelCharge();
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void Spawn( void );
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void Precache( void );
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void SatchelTouch( CBaseEntity *pOther );
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void SatchelThink( void );
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void SatchelUse( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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DECLARE_DATADESC();
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private:
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Vector m_vLastPosition;
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float m_flNextBounceSoundTime;
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bool m_bInAir;
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private:
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void BounceSound( void );
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void UpdateSlideSound( void );
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void Deactivate( void );
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};
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#endif
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#endif // HL1_WEAPON_SATCHEL_H
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