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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 WEAPON_DODBASE_GUN_H
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#define WEAPON_DODBASE_GUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_dodbase.h"
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// This is the base class for pistols and rifles.
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#if defined( CLIENT_DLL )
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//#include "particles_simple.h"
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//#include "particles_localspace.h"
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#include "fx.h"
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#include "fx_dod_muzzleflash.h"
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#define CWeaponDODBaseGun C_WeaponDODBaseGun
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#else
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#endif
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class CWeaponDODBaseGun : public CWeaponDODBase
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{
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public:
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DECLARE_CLASS( CWeaponDODBaseGun, CWeaponDODBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponDODBaseGun();
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virtual void Spawn();
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virtual void Precache();
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virtual void PrimaryAttack();
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virtual bool Reload();
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// Derived classes must call this from inside their Spawn() function instead of
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// just chaining the Spawn() call down.
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void DODBaseGunSpawn( void );
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// Derived classes call this to fire a bullet.
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bool DODBaseGunFire( void );
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// Usually plays the shot sound. Guns with silencers can play different sounds.
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virtual void DoFireEffects();
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virtual float GetFireDelay( void );
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virtual float GetWeaponAccuracy( float flPlayerSpeed );
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//Pure animation calls - inheriting classes can override with specific
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//logic, eg if the idle changes depending on the gun being empty or not
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virtual Activity GetPrimaryAttackActivity( void );
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virtual Activity GetReloadActivity( void );
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virtual Activity GetDrawActivity( void );
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virtual bool CanDrop( void ) { return m_pWeaponInfo->m_bCanDrop; }
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void SetZoomed( bool bZoomed ) { m_bZoomed = bZoomed; }
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bool IsSniperZoomed( void ) { return m_bZoomed; }
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CNetworkVar( bool, m_bZoomed );
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protected:
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CDODWeaponInfo *m_pWeaponInfo;
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private:
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CWeaponDODBaseGun( const CWeaponDODBaseGun & );
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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};
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#endif // WEAPON_DODBASE_GUN_H
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