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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_dodbasegrenade.h"
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#ifdef CLIENT_DLL
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#define CWeaponExplodingStickGrenade C_WeaponExplodingStickGrenade
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#else
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#include "dod_stickgrenade.h" //the thing that we throw
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#endif
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class CWeaponExplodingStickGrenade : public CWeaponDODBaseGrenade
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{
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public:
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DECLARE_CLASS( CWeaponExplodingStickGrenade, CWeaponDODBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponExplodingStickGrenade() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_GER_LIVE; }
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#ifndef CLIENT_DLL
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
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{
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// align the stickgrenade vertically and spin end over end
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QAngle vecNewAngles = QAngle(45,pPlayer->EyeAngles().y,0);
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AngularImpulse angNewImpulse = AngularImpulse( 0, 600, 0 );
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CDODStickGrenade::Create( vecSrc, vecNewAngles, vecVel, angNewImpulse, pPlayer, flLifeTime, GetWeaponID() );
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}
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#endif
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virtual bool IsArmed( void ) { return true; }
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CWeaponExplodingStickGrenade( const CWeaponExplodingStickGrenade & ) {}
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponExplodingStickGrenade, DT_WeaponExplodingStickGrenade )
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BEGIN_NETWORK_TABLE(CWeaponExplodingStickGrenade, DT_WeaponExplodingStickGrenade)
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponExplodingStickGrenade ) //MATTTODO: are these necessary?
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_frag_ger_live, CWeaponExplodingStickGrenade );
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PRECACHE_WEAPON_REGISTER( weapon_frag_ger_live );
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