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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_FISTS_H
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#define TF_WEAPON_FISTS_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 CTFFists C_TFFists
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#endif
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enum fisttypes_t
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{
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FISTTYPE_BASE = 0,
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FISTTYPE_RADIAL_BUFF,
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FISTTYPE_GRU,
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};
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//=============================================================================
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//
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// Fists weapon class.
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//
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class CTFFists : public CTFWeaponBaseMelee
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{
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public:
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DECLARE_CLASS( CTFFists, CTFWeaponBaseMelee );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFFists() {}
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virtual int GetWeaponID( void ) const { return TF_WEAPON_FISTS; }
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virtual void ItemPreFrame();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack();
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void SendPlayerAnimEvent( CTFPlayer *pPlayer );
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virtual void DoViewModelAnimation( void );
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virtual bool HideWhileStunned( void ) { return false; }
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void Punch( void );
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#ifdef GAME_DLL
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virtual void OnEntityHit( CBaseEntity *pEntity, CTakeDamageInfo *info );
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#endif
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virtual bool AllowTaunts( void );
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int GetFistType( void ) { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
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virtual void SetWeaponVisible( bool visible ){} // intentionally never hiding the fists
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private:
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CTFFists( const CTFFists & ) {}
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};
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#endif // TF_WEAPON_FISTS_H
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