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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_ROCKETPACK_H
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#define TF_WEAPON_ROCKETPACK_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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#include "tf_shareddefs.h"
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#include "tf_viewmodel.h"
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#ifdef CLIENT_DLL
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#define CTFRocketPack C_TFRocketPack
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#endif
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class CTFRocketPack : public CTFWeaponBaseMelee
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{
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public:
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DECLARE_CLASS( CTFRocketPack, CTFWeaponBaseMelee );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFRocketPack();
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virtual void PreCache( void );
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virtual int GetWeaponID( void ) const { return TF_WEAPON_ROCKETPACK; }
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virtual void PrimaryAttack( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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#ifdef GAME_DLL
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bool CanFire( void );
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#endif // GAME_DLL
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virtual float InternalGetEffectBarRechargeTime( void ) { return 5.0; }
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virtual int GetEffectBarAmmo( void ) { return TF_AMMO_GRENADES1; }
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float GetProgress( void ) { return GetEffectBarProgress(); }
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const char* GetEffectLabelText( void ) { return "FUEL"; }
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float GetEffectMeterTime( void );
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private:
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CTFRocketPack( const CTFRocketPack & ) {}
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float m_flRefireTime;
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};
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#endif // TF_WEAPON_ROCKETPACK_H
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