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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_KNIFE_H
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#define WEAPON_KNIFE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_csbase.h"
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#if defined( CLIENT_DLL )
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#define CKnife C_Knife
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#endif
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// ----------------------------------------------------------------------------- //
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// CKnife class definition.
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// ----------------------------------------------------------------------------- //
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class CKnife : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CKnife, CWeaponCSBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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CKnife();
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// We say yes to this so the weapon system lets us switch to it.
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virtual bool HasPrimaryAmmo();
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virtual bool CanBeSelected();
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virtual void Precache();
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void Spawn();
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void Smack();
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//void Smack( trace_t *pTr, float delay );
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bool SwingOrStab( bool bStab );
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void PrimaryAttack();
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void SecondaryAttack();
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void WeaponAnimation( int iAnimation );
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virtual void ItemPostFrame( void );
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// virtual float GetSpread() const;
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bool Deploy();
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void Holster( int skiplocal = 0 );
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bool CanDrop();
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void WeaponIdle();
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virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_KNIFE; }
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public:
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trace_t m_trHit;
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EHANDLE m_pTraceHitEnt;
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CNetworkVar( float, m_flSmackTime );
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bool m_bStab;
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private:
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CKnife( const CKnife & ) {}
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};
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#endif // WEAPON_KNIFE_H
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