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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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#ifndef TF_WEAPON_BOTTLE_H
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#define TF_WEAPON_BOTTLE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_melee.h"
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#ifdef CLIENT_DLL
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#define CTFBottle C_TFBottle
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#define CTFStickBomb C_TFStickBomb
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#endif
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//=============================================================================
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//
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// Bottle class.
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//
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class CTFBottle : public CTFWeaponBaseMelee
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{
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public:
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DECLARE_CLASS( CTFBottle, CTFWeaponBaseMelee );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFBottle();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_BOTTLE; }
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virtual void Smack( void );
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virtual void WeaponReset( void );
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virtual bool DefaultDeploy( char *szViewModel, char *szWeaponModel, int iActivity, char *szAnimExt );
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virtual void SwitchBodyGroups( void );
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private:
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CTFBottle( const CTFBottle & ) {}
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protected:
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CNetworkVar( bool, m_bBroken );
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};
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//=============================================================================
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//
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// StickBomb class.
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//
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class CTFStickBomb : public CTFBottle
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{
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public:
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DECLARE_CLASS( CTFStickBomb, CTFBottle );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFStickBomb();
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virtual void Precache( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_STICKBOMB; }
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virtual void Smack( void );
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virtual void WeaponReset( void );
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virtual void WeaponRegenerate( void );
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virtual void SwitchBodyGroups( void );
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virtual const char* GetWorldModel( void ) const;
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#ifdef CLIENT_DLL
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virtual int GetWorldModelIndex( void );
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#endif
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void SetDetonated( int iVal ) { m_iDetonated = iVal; }
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int GetDetonated( void ) { return m_iDetonated; }
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private:
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CNetworkVar( int, m_iDetonated ); // int, not bool so we can use a recv proxy
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};
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#endif // TF_WEAPON_BOTTLE_H
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