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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_STUNSTICK_H
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#define WEAPON_STUNSTICK_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basebludgeonweapon.h"
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#define STUNSTICK_RANGE 75.0f
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#define STUNSTICK_REFIRE 0.6f
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class CWeaponStunStick : public CBaseHLBludgeonWeapon
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{
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DECLARE_CLASS( CWeaponStunStick, CBaseHLBludgeonWeapon );
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DECLARE_DATADESC();
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public:
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CWeaponStunStick();
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DECLARE_SERVERCLASS();
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DECLARE_ACTTABLE();
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virtual void Precache();
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void Spawn();
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float GetRange( void ) { return STUNSTICK_RANGE; }
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float GetFireRate( void ) { return STUNSTICK_REFIRE; }
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int WeaponMeleeAttack1Condition( float flDot, float flDist );
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bool Deploy( void );
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bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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void Drop( const Vector &vecVelocity );
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void ImpactEffect( trace_t &traceHit );
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void SecondaryAttack( void ) {}
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void SetStunState( bool state );
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bool GetStunState( void );
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void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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float GetDamageForActivity( Activity hitActivity );
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bool CanBePickedUpByNPCs( void ) { return false; }
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private:
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CNetworkVar( bool, m_bActive );
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};
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#endif // WEAPON_STUNSTICK_H
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