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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_dodfullauto.h"
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#if defined( CLIENT_DLL )
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#define CWeaponGreaseGun C_WeaponGreaseGun
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#endif
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class CWeaponGreaseGun : public CDODFullAutoWeapon
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{
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public:
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DECLARE_CLASS( CWeaponGreaseGun, CDODFullAutoWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_ACTTABLE();
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CWeaponGreaseGun() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_GREASEGUN; }
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private:
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CWeaponGreaseGun( const CWeaponGreaseGun & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponGreaseGun, DT_WeaponGreaseGun )
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BEGIN_NETWORK_TABLE( CWeaponGreaseGun, DT_WeaponGreaseGun )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponGreaseGun )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_greasegun, CWeaponGreaseGun );
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PRECACHE_WEAPON_REGISTER( weapon_greasegun );
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acttable_t CWeaponGreaseGun::m_acttable[] =
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{
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// Aim
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{ ACT_IDLE, ACT_DOD_STAND_AIM_GREASE, false },
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{ ACT_CROUCHIDLE, ACT_DOD_CROUCH_AIM_GREASE, false },
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{ ACT_RUN_CROUCH, ACT_DOD_CROUCHWALK_AIM_GREASE, false },
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{ ACT_WALK, ACT_DOD_WALK_AIM_GREASE, false },
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{ ACT_RUN, ACT_DOD_RUN_AIM_GREASE, false },
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{ ACT_PRONE_IDLE, ACT_DOD_PRONE_AIM_GREASE, false },
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// Attack ( prone? )
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{ ACT_RANGE_ATTACK1, ACT_DOD_PRIMARYATTACK_GREASE, false },
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{ ACT_DOD_PRIMARYATTACK_PRONE, ACT_DOD_PRIMARYATTACK_PRONE_GREASE, false },
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// Reload ( prone? )
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{ ACT_RELOAD, ACT_DOD_RELOAD_GREASEGUN, false },
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{ ACT_DOD_RELOAD_PRONE, ACT_DOD_RELOAD_PRONE_GREASEGUN, false },
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};
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IMPLEMENT_ACTTABLE( CWeaponGreaseGun );
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