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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The class from which all bludgeon melee
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// weapons are derived.
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//
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// $Workfile: $
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// $Date: $
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// $NoKeywords: $
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//=============================================================================//
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#include "weapon_hl2mpbasehlmpcombatweapon.h"
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#ifndef BASEBLUDGEONWEAPON_H
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#define BASEBLUDGEONWEAPON_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 CBaseHL2MPBludgeonWeapon C_BaseHL2MPBludgeonWeapon
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#endif
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//=========================================================
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// CBaseHLBludgeonWeapon
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//=========================================================
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class CBaseHL2MPBludgeonWeapon : public CBaseHL2MPCombatWeapon
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{
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DECLARE_CLASS( CBaseHL2MPBludgeonWeapon, CBaseHL2MPCombatWeapon );
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public:
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CBaseHL2MPBludgeonWeapon();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual void Spawn( void );
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virtual void Precache( void );
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//Attack functions
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virtual void PrimaryAttack( void );
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virtual void SecondaryAttack( void );
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virtual void ItemPostFrame( void );
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//Functions to select animation sequences
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virtual Activity GetPrimaryAttackActivity( void ) { return ACT_VM_HITCENTER; }
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virtual Activity GetSecondaryAttackActivity( void ) { return ACT_VM_HITCENTER2; }
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virtual float GetFireRate( void ) { return 0.2f; }
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virtual float GetRange( void ) { return 32.0f; }
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virtual float GetDamageForActivity( Activity hitActivity ) { return 1.0f; }
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CBaseHL2MPBludgeonWeapon( const CBaseHL2MPBludgeonWeapon & );
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protected:
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virtual void ImpactEffect( trace_t &trace );
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private:
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bool ImpactWater( const Vector &start, const Vector &end );
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void Swing( int bIsSecondary );
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void Hit( trace_t &traceHit, Activity nHitActivity );
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Activity ChooseIntersectionPointAndActivity( trace_t &hitTrace, const Vector &mins, const Vector &maxs, CBasePlayer *pOwner );
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};
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#endif
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