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add hl1,portal,dod source code
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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 C_DOD_BASEGRENADE_H
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#define C_DOD_BASEGRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basegrenade_shared.h"
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class C_DODBaseGrenade : public CBaseGrenade
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{
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public:
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DECLARE_CLASS( C_DODBaseGrenade, CBaseGrenade );
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DECLARE_NETWORKCLASS();
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virtual void Spawn();
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public:
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C_DODBaseGrenade() {}
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C_DODBaseGrenade( const C_DODBaseGrenade& ) {}
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virtual ~C_DODBaseGrenade();
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virtual int DrawModel( int flags );
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virtual void PostDataUpdate( DataUpdateType_t type );
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virtual const char *GetOverviewSpriteName( void );
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virtual const char *GetParticleTrailName( void ) { return "grenadetrail"; }
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float m_flSpawnTime;
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// This gets sent to the client and placed in the client's interpolation history
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// so the projectile starts out moving right off the bat.
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CNetworkVector( m_vInitialVelocity );
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};
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class C_DODRifleGrenadeUS : public C_DODBaseGrenade
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{
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public:
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DECLARE_CLASS( C_DODRifleGrenadeUS, C_DODBaseGrenade );
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DECLARE_NETWORKCLASS();
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virtual const char *GetOverviewSpriteName( void )
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{
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return "sprites/minimap_icons/minimap_riflegren_us";
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}
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virtual const char *GetParticleTrailName( void ) { return "riflegrenadetrail"; }
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};
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class C_DODRifleGrenadeGER : public C_DODBaseGrenade
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{
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public:
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DECLARE_CLASS( C_DODRifleGrenadeGER, C_DODBaseGrenade );
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DECLARE_CLIENTCLASS();
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virtual const char *GetOverviewSpriteName( void )
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{
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return "sprites/minimap_icons/minimap_riflegren_ger";
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}
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virtual const char *GetParticleTrailName( void ) { return "riflegrenadetrail"; }
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};
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#endif // C_DOD_BASEGRENADE_H
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