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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon that throws things from the hand
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#ifndef WEAPON_BRICKBAT_H
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#define WEAPON_BRICKBAT_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basehlcombatweapon.h"
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enum BrickbatAmmo_t
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{
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BRICKBAT_ROCK = 0,
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BRICKBAT_BOTTLE,
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NUM_BRICKBAT_AMMO_TYPES
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};
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class CGrenade_Brickbat;
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class CWeaponBrickbat : public CBaseHLCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponBrickbat, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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public:
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int m_iCurrentAmmoType;
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void Precache( void );
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void Spawn( void );
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bool Deploy( void );
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virtual const char *GetViewModel( int viewmodelindex =0 );
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virtual const char *GetWorldModel( void );
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void DrawAmmo( void );
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virtual int WeaponRangeAttack1Condition( float flDot, float flDist );
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virtual bool WeaponLOSCondition(const Vector &ownerPos, const Vector &targetPos, bool bSetConditions);
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void SetPickupTouch( void );
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void BrickbatTouch( CBaseEntity *pOther ); // default weapon touch
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void TraceAttack( const CTakeDamageInfo &info, const Vector &vecDir, trace_t *ptr );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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bool ObjectInWay( void );
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void ThrowBrickbat( Vector vecSrc, Vector vecVelocity, float damage);
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void ItemPostFrame( void );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void Throw( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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DECLARE_DATADESC();
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DECLARE_ACTTABLE();
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CWeaponBrickbat(void);
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private:
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bool m_bNeedDraw;
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bool m_bNeedThrow;
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int m_iThrowBits; // Save the current throw bits state
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float m_fNextThrowCheck; // When to check throw ability next
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Vector m_vecTossVelocity;
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int m_nAmmoCount[NUM_BRICKBAT_AMMO_TYPES]; // How much ammo of each type do I own?
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};
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#endif //WEAPON_BRICKBAT_H
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