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//========= Copyright Valve Corporation, All rights reserved. ============//
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#include "hl1_basecombatweapon_shared.h"
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#ifndef BASEHL1MPCOMBATWEAPON_SHARED_H
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#define BASEHL1MPCOMBATWEAPON_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CBaseHL1MPCombatWeapon C_BaseHL1MPCombatWeapon
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#endif
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class CBaseHL1MPCombatWeapon : public CBaseHL1CombatWeapon
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{
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DECLARE_CLASS( CBaseHL1MPCombatWeapon, CBaseHL1CombatWeapon );
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public :
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CBaseHL1MPCombatWeapon();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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public :
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void EjectShell( CBaseEntity *pPlayer, int iType );
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CBasePlayer* GetPlayerOwner() const;
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virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
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#ifdef CLIENT_DLL
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void OnDataChanged( DataUpdateType_t type );
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bool ShouldPredict();
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void ApplyBoneMatrixTransform( matrix3x4_t& transform );
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#endif
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bool IsPredicted() const;
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};
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#endif // #ifndef BASEHL1MPCOMBATWEAPON_SHARED_H
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