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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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#include "cbase.h"
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#include "weapon_csbase.h"
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#include "gamerules.h"
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#include "npcevent.h"
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#include "engine/IEngineSound.h"
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#include "weapon_flashbang.h"
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#ifdef CLIENT_DLL
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#else
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#include "cs_player.h"
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#include "items.h"
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#include "flashbang_projectile.h"
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#endif
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#define GRENADE_TIMER 3.0f //Seconds
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IMPLEMENT_NETWORKCLASS_ALIASED( Flashbang, DT_Flashbang )
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BEGIN_NETWORK_TABLE(CFlashbang, DT_Flashbang)
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CFlashbang )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_flashbang, CFlashbang );
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PRECACHE_WEAPON_REGISTER( weapon_flashbang );
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#ifndef CLIENT_DLL
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BEGIN_DATADESC( CFlashbang )
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END_DATADESC()
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void CFlashbang::EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer )
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{
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CFlashbangProjectile::Create(
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vecSrc,
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vecAngles,
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vecVel,
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angImpulse,
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pPlayer );
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}
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#endif
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