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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 "weapon_hl2mpbase.h"
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#ifndef BASEHLCOMBATWEAPON_H
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#define BASEHLCOMBATWEAPON_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 CHL2MPMachineGun C_HL2MPMachineGun
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#endif
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//=========================================================
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// Machine gun base class
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//=========================================================
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class CHL2MPMachineGun : public CWeaponHL2MPBase
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{
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public:
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DECLARE_CLASS( CHL2MPMachineGun, CWeaponHL2MPBase );
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DECLARE_DATADESC();
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CHL2MPMachineGun();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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void PrimaryAttack( void );
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// Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here.
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virtual void ItemPostFrame( void );
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virtual void FireBullets( const FireBulletsInfo_t &info );
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virtual bool Deploy( void );
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virtual const Vector &GetBulletSpread( void );
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int WeaponSoundRealtime( WeaponSound_t shoot_type );
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// utility function
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static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime );
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private:
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CHL2MPMachineGun( const CHL2MPMachineGun & );
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protected:
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int m_nShotsFired; // Number of consecutive shots fired
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float m_flNextSoundTime; // real-time clock of when to make next sound
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};
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#endif // BASEHLCOMBATWEAPON_H
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