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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: SLAM
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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 WEAPONSLAM_H
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#define WEAPONSLAM_H
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#ifndef HL2MP
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#include "basegrenade_shared.h"
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#include "basehlcombatweapon.h"
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enum SlamState_t
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{
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SLAM_TRIPMINE_READY,
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SLAM_SATCHEL_THROW,
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SLAM_SATCHEL_ATTACH,
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};
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class CWeapon_SLAM : public CBaseHLCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeapon_SLAM, CBaseHLCombatWeapon );
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DECLARE_SERVERCLASS();
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SlamState_t m_tSlamState;
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bool m_bDetonatorArmed;
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bool m_bNeedDetonatorDraw;
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bool m_bNeedDetonatorHolster;
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bool m_bNeedReload;
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bool m_bClearReload;
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bool m_bThrowSatchel;
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bool m_bAttachSatchel;
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bool m_bAttachTripmine;
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float m_flWallSwitchTime;
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void Spawn( void );
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void Precache( void );
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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void WeaponIdle( void );
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void WeaponSwitch( void );
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void SLAMThink( void );
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void SetPickupTouch( void );
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void SlamTouch( CBaseEntity *pOther ); // default weapon touch
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void ItemPostFrame( void );
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bool Reload( void );
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void SetSlamState( SlamState_t newState );
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bool CanAttachSLAM(void); // In position where can attach SLAM?
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bool AnyUndetonatedCharges(void);
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void StartTripmineAttach( void );
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void TripmineAttach( void );
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void StartSatchelDetonate( void );
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void SatchelDetonate( void );
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void StartSatchelThrow( void );
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void StartSatchelAttach( void );
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void SatchelThrow( void );
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void SatchelAttach( void );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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CWeapon_SLAM();
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DECLARE_ACTTABLE();
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DECLARE_DATADESC();
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};
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#endif //HL2MP
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#endif //WEAPONSLAM_H
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