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https://github.com/nillerusr/source-engine.git
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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_DODBASERPG_H
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#define WEAPON_DODBASERPG_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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#if defined( CLIENT_DLL )
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#define CDODBaseRocketWeapon C_DODBaseRocketWeapon
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#endif
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//-----------------------------------------------------------------------------
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// RPG
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//-----------------------------------------------------------------------------
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class CDODBaseRocketWeapon : public CWeaponDODBase
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{
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public:
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DECLARE_CLASS( CDODBaseRocketWeapon, CWeaponDODBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CDODBaseRocketWeapon();
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virtual void Spawn();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Deploy();
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virtual bool CanHolster();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual bool Reload();
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virtual void WeaponIdle();
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virtual void Drop( const Vector &vecVelocity );
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virtual bool CanDrop( void ) { return ( IsDeployed() == false ); }
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void DoFireEffects();
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void Precache( void );
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void Raise();
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bool Lower();
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virtual Activity GetDrawActivity( void );
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virtual Activity GetIdleActivity( void );
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virtual Activity GetLowerActivity( void );
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virtual Activity GetRaiseActivity( void );
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virtual void FireRocket( void );
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inline bool IsDeployed() { return m_bDeployed; }
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inline void SetDeployed( bool bDeployed ) { m_bDeployed = bDeployed; }
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bool ShouldPlayerBeSlow( void );
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virtual bool ShouldAutoEjectBrass( void ) { return false; }
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#ifdef CLIENT_DLL
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virtual void OverrideMouseInput( float *x, float *y );
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#endif
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virtual float GetRecoil( void ) { return 10.0f; }
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protected:
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CNetworkVar( bool, m_bDeployed );
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CDODWeaponInfo *m_pWeaponInfo;
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private:
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CDODBaseRocketWeapon( const CDODBaseRocketWeapon & );
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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_DODBASERPG_H
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