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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Concussion Grenade.
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//
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//=============================================================================//
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#ifndef TF_WEAPON_GRENADE_CONCUSSION_H
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#define TF_WEAPON_GRENADE_CONCUSSION_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_grenade.h"
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#include "tf_weaponbase_grenadeproj.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFGrenadeConcussion C_TFGrenadeConcussion
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#endif
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//=============================================================================
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//
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// TF Concussion Grenade
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//
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class CTFGrenadeConcussion : public CTFWeaponBaseGrenade
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{
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public:
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DECLARE_CLASS( CTFGrenadeConcussion, CTFWeaponBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFGrenadeConcussion() {}
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CONCUSSION; }
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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virtual CTFWeaponBaseGrenadeProj *EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flTime, int iflags = 0 );
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#endif
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CTFGrenadeConcussion( const CTFGrenadeConcussion & ) {}
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};
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//=============================================================================
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//
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// TF Concussion Grenade Projectile (Server specific.)
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//
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#ifdef GAME_DLL
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class CTFGrenadeConcussionProjectile : public CTFWeaponBaseGrenadeProj
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{
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public:
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DECLARE_CLASS( CTFGrenadeConcussionProjectile, CTFWeaponBaseGrenadeProj );
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// Unique identifier.
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virtual int GetWeaponID( void ) const { return TF_WEAPON_GRENADE_CONCUSSION; }
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// Creation.
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static CTFGrenadeConcussionProjectile *Create( const Vector &position, const QAngle &angles, const Vector &velocity,
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const AngularImpulse &angVelocity, CBaseCombatCharacter *pOwner, const CTFWeaponInfo &weaponInfo, float timer, int iFlags = 0 );
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// Overrides.
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virtual void Spawn();
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virtual void Precache();
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virtual void BounceSound( void );
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virtual void Explode( trace_t *pTrace, int bitsDamageType );
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virtual void Detonate();
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private:
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float m_flDetonateTime;
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};
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#endif
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#endif // TF_WEAPON_GRENADE_CONCUSSION_H
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