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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_DODFIRESELECT_H
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#define WEAPON_DODFIRESELECT_H
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#include "cbase.h"
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#include "weapon_dodbasegun.h"
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#if defined( CLIENT_DLL )
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#define CDODFireSelectWeapon C_DODFireSelectWeapon
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#include "c_dod_player.h"
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#endif
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class CDODFireSelectWeapon : public CWeaponDODBaseGun
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{
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public:
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DECLARE_CLASS( CDODFireSelectWeapon, CWeaponDODBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CDODFireSelectWeapon();
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virtual void Spawn();
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual float GetWeaponAccuracy( float flPlayerSpeed );
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virtual float GetFireDelay( void );
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virtual void Drop( const Vector &vecVelocity );
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bool IsSemiAuto( void );
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virtual Activity GetIdleActivity( void );
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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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#ifdef CLIENT_DLL
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virtual Vector GetDesiredViewModelOffset( C_DODPlayer *pOwner );
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void ResetViewModelAnimDir( void )
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{
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m_bAnimToSemiAuto = true;
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m_flPosChangeTimer = 0;
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}
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virtual void OnWeaponDropped( void )
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{
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ResetViewModelAnimDir();
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m_bSemiAuto = false;
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BaseClass::OnWeaponDropped();
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}
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#endif
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private:
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CNetworkVar( bool, m_bSemiAuto );
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#ifdef CLIENT_DLL
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bool m_bAnimToSemiAuto;
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float m_flPosChangeTimer;
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#endif
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private:
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CDODFireSelectWeapon( const CDODFireSelectWeapon & );
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};
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#endif //WEAPON_DODFIRESELECT_H
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