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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef TF_VIEWMODEL_H
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#define TF_VIEWMODEL_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "predictable_entity.h"
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#include "utlvector.h"
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#include "baseplayer_shared.h"
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#include "shared_classnames.h"
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#include "tf_weaponbase.h"
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#if defined( CLIENT_DLL )
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#include "c_baseanimating.h"
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#define CTFViewModel C_TFViewModel
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#endif
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class CTFViewModel : public CBaseViewModel
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{
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DECLARE_CLASS( CTFViewModel, CBaseViewModel );
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public:
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DECLARE_NETWORKCLASS();
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CTFViewModel( void );
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virtual ~CTFViewModel( void );
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virtual void CalcViewModelLag( Vector& origin, QAngle& angles, QAngle& original_angles );
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virtual void CalcViewModelView( CBasePlayer *owner, const Vector& eyePosition, const QAngle& eyeAngles );
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virtual void AddViewModelBob( CBasePlayer *owner, Vector& eyePosition, QAngle& eyeAngles );
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() && GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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virtual void StandardBlendingRules( CStudioHdr *hdr, Vector pos[], Quaternion q[], float currentTime, int boneMask );
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virtual void ProcessMuzzleFlashEvent( void );
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virtual int GetSkin();
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BobState_t &GetBobState() { return m_BobState; }
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virtual int DrawModel( int flags );
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virtual bool OnPostInternalDrawModel( ClientModelRenderInfo_t *pInfo );
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virtual const char* ModifyEventParticles( const char* token );
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#endif
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bool m_bBodygroupsDirty;
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private:
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void RecalculatePlayerBodygroups();
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#if defined( CLIENT_DLL )
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// This is used to lag the angles.
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CInterpolatedVar<QAngle> m_LagAnglesHistory;
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QAngle m_vLagAngles;
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BobState_t m_BobState; // view model head bob state
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CTFViewModel( const CTFViewModel & ); // not defined, not accessible
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QAngle m_vLoweredWeaponOffset;
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#endif
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};
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#endif // TF_VIEWMODEL_H
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