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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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// $Workfile: $
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// $Date: $
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//
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//-----------------------------------------------------------------------------
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// $Log: $
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL2MP_WEAPON_CROWBAR_H
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#define HL2MP_WEAPON_CROWBAR_H
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#pragma once
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#include "weapon_hl2mpbasebasebludgeon.h"
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#ifdef CLIENT_DLL
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#define CWeaponCrowbar C_WeaponCrowbar
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#endif
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//-----------------------------------------------------------------------------
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// CWeaponCrowbar
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//-----------------------------------------------------------------------------
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class CWeaponCrowbar : public CBaseHL2MPBludgeonWeapon
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{
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public:
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DECLARE_CLASS( CWeaponCrowbar, CBaseHL2MPBludgeonWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_ACTTABLE();
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#endif
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CWeaponCrowbar();
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float GetRange( void );
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float GetFireRate( void );
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void AddViewKick( void );
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float GetDamageForActivity( Activity hitActivity );
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void SecondaryAttack( void ) { return; }
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void Drop( const Vector &vecVelocity );
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// Animation event
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#ifndef CLIENT_DLL
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virtual void Operator_HandleAnimEvent( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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void HandleAnimEventMeleeHit( animevent_t *pEvent, CBaseCombatCharacter *pOperator );
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int WeaponMeleeAttack1Condition( float flDot, float flDist );
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#endif
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CWeaponCrowbar( const CWeaponCrowbar & );
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private:
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};
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#endif // HL2MP_WEAPON_CROWBAR_H
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