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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// TF Rocket Projectile
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//
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//=============================================================================
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#ifndef TF_PROJECTILE_ROCKET_H
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#define TF_PROJECTILE_ROCKET_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_rocket.h"
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#include "iscorer.h"
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//=============================================================================
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//
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// Generic rocket.
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//
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class CTFProjectile_Rocket : public CTFBaseRocket, public IScorer
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{
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public:
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DECLARE_CLASS( CTFProjectile_Rocket, CTFBaseRocket );
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DECLARE_NETWORKCLASS();
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// Creation.
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static CTFProjectile_Rocket *Create( CBaseEntity *pLauncher, const Vector &vecOrigin, const QAngle &vecAngles, CBaseEntity *pOwner = NULL, CBaseEntity *pScorer = NULL );
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virtual void Spawn();
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virtual void Precache();
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virtual void RocketTouch( CBaseEntity *pOther ) OVERRIDE;
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// IScorer interface
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virtual CBasePlayer *GetScorer( void );
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virtual CBasePlayer *GetAssistant( void ) { return NULL; }
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void SetScorer( CBaseEntity *pScorer );
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void SetCritical( bool bCritical ) { m_bCritical = bCritical; }
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bool IsCritical() { return m_bCritical; }
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virtual int GetDamageType();
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virtual int GetDamageCustom();
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virtual bool IsDeflectable() { return true; }
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virtual void Deflected( CBaseEntity *pDeflectedBy, Vector &vecDir );
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void SetDirectHit( bool bDirectHit ){ m_bDirectHit = bDirectHit; }
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virtual int GetWeaponID( void ) const { return ( m_bDirectHit ? TF_WEAPON_ROCKETLAUNCHER_DIRECTHIT : TF_WEAPON_ROCKETLAUNCHER ); }
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void SetEyeBallRocket( bool state ){ m_bEyeBallRocket = state; }
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void SetSpell( bool bSpell ) { m_bSpell = bSpell; }
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private:
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CBaseHandle m_Scorer;
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CNetworkVar( bool, m_bCritical );
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bool m_bDirectHit;
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bool m_bEyeBallRocket;
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bool m_bSpell;
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};
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#endif //TF_PROJECTILE_ROCKET_H
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