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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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#include "cbase.h"
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#include "shake.h"
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#include "weapon_dodfullauto.h"
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#if defined( CLIENT_DLL )
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#define CDODBipodWeapon C_DODBipodWeapon
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#endif
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class CDODBipodWeapon : public CDODFullAutoWeapon
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{
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public:
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DECLARE_CLASS( CDODBipodWeapon, CDODFullAutoWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CDODBipodWeapon();
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virtual void Spawn();
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virtual void Precache();
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virtual void Drop( const Vector &vecVelocity );
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virtual void SecondaryAttack( void );
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virtual bool Reload( void );
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virtual float GetWeaponAccuracy( float flPlayerSpeed );
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virtual Activity GetUndeployActivity( void );
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virtual Activity GetDeployActivity( void );
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virtual Activity GetPrimaryAttackActivity( void );
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virtual Activity GetReloadActivity( void );
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virtual Activity GetIdleActivity( void );
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virtual bool CanDrop( void );
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virtual bool CanHolster( void );
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inline void SetDeployed( bool bDeployed );
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inline bool IsDeployed( void ) { return m_bDeployed; }
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virtual void ItemBusyFrame( void );
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virtual void ItemPostFrame( void );
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void BipodThink( void );
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bool AttemptToDeploy( void );
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bool CheckDeployEnt( void );
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bool TestDeploy( float *flDeployedHeight, CBaseEntity **pDeployedOn, float *flYawLimitLeft = NULL, float *flYawLimitRight = NULL );
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bool TestDeployAngle( CDODPlayer *pPlayer, float *flDeployedHeight, CBaseEntity **pDeployedOn, QAngle angles );
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bool FindYawLimits( float *flLeftLimit, float *flRightLimit );
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virtual void DoFireEffects();
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void DeployBipod( float flHeight, CBaseEntity *pDeployedOn, float flYawLimitLeft, float flYawLimitRight );
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void UndeployBipod( void );
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_NONE; }
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#ifdef CLIENT_DLL
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virtual int GetWorldModelIndex( void );
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virtual void CheckForAltWeapon( int iCurrentState );
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virtual void OverrideMouseInput( float *x, float *y );
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#endif
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private:
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CDODBipodWeapon( const CDODBipodWeapon & );
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CNetworkVar( bool, m_bDeployed );
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CNetworkVar( int, m_iDeployedModelIndex );
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CNetworkVar( int, m_iDeployedReloadModelIndex );
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CNetworkVar( int, m_iProneDeployedReloadModelIndex );
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int m_iCurrentWorldModel;
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EHANDLE m_hDeployedOnEnt;
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float m_flDeployedHeight;
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float m_flNextDeployCheckTime;
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Vector m_DeployedEntOrigin;
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bool m_bDuckedWhenDeployed;
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#ifdef CLIENT_DLL
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bool m_bUseDeployedReload;
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#endif
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};
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