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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 TF_WALKER_STRIDER_H
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#define TF_WALKER_STRIDER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_walker_base.h"
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class CWalkerStrider : public CWalkerBase
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{
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public:
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DECLARE_CLASS( CWalkerStrider, CWalkerBase );
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DECLARE_SERVERCLASS();
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CWalkerStrider();
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// CWalkerBase.
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protected:
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virtual void WalkerThink();
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// CBaseObject.
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public:
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virtual bool StartBuilding( CBaseEntity *pBuilder );
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// CBaseEntity.
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public:
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virtual void Precache();
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virtual void Spawn();
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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// CBaseAnimating.
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public:
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virtual bool GetAttachment( int iAttachment, matrix3x4_t &attachmentToWorld );
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virtual void HandleAnimEvent( animevent_t *pEvent );
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// IServerVehicle.
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public:
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virtual bool IsPassengerVisible( int nRole );
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// IVehicle overrides.
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public:
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virtual void SetupMove( CBasePlayer *pPlayer, CUserCmd *ucmd, IMoveHelper *pHelper, CMoveData *move );
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private:
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void Fire();
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void Crouch();
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void UnCrouch();
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void FootHit( const char *pFootName );
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private:
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CNetworkVar( bool, m_bCrouched );
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float m_flNextCrouchTime;
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bool m_bFiring;
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float m_flFireEndTime;
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float m_flNextShootTime;
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QAngle m_vFireAngles;
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float m_flOriginToLowestLegHeight;
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float m_flWantedZ;
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QAngle m_vDriverAngles;
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};
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#endif // TF_WALKER_STRIDER_H
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