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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Projectile shot from the AR2
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//
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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPONAR2_H
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#define WEAPONAR2_H
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#include "basegrenade_shared.h"
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#include "basehlcombatweapon.h"
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class CWeaponAR2 : public CHLMachineGun
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{
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public:
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DECLARE_CLASS( CWeaponAR2, CHLMachineGun );
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CWeaponAR2();
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DECLARE_SERVERCLASS();
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void ItemPostFrame( void );
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void Precache( void );
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void SecondaryAttack( void );
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void DelayedAttack( void );
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const char *GetTracerType( void ) { return "AR2Tracer"; }
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void AddViewKick( void );
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void FireNPCPrimaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
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void FireNPCSecondaryAttack( CBaseCombatCharacter *pOperator, bool bUseWeaponAngles );
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void Operator_ForceNPCFire( CBaseCombatCharacter *pOperator, bool bSecondary );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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int GetMinBurst( void ) { return 2; }
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int GetMaxBurst( void ) { return 5; }
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float GetFireRate( void ) { return 0.1f; }
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bool CanHolster( void );
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bool Reload( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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Activity GetPrimaryAttackActivity( void );
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void DoImpactEffect( trace_t &tr, int nDamageType );
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virtual const Vector& GetBulletSpread( void )
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{
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static Vector cone;
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cone = VECTOR_CONE_3DEGREES;
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return cone;
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}
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const WeaponProficiencyInfo_t *GetProficiencyValues();
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protected:
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float m_flDelayedFire;
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bool m_bShotDelayed;
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int m_nVentPose;
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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};
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#endif //WEAPONAR2_H
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