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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Base Grenade.
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//
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//=============================================================================//
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#ifndef TF_WEAPONBASE_GRENADE_H
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#define TF_WEAPONBASE_GRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_shareddefs.h"
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#include "tf_weaponbase.h"
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#include "npcevent.h"
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#ifdef CLIENT_DLL
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#define CTFWeaponBaseGrenade C_TFWeaponBaseGrenade
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#endif
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//=============================================================================//
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//
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// TF Base Grenade
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//
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class CTFWeaponBaseGrenade : public CTFWeaponBase
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{
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public:
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DECLARE_CLASS( CTFWeaponBaseGrenade, CTFWeaponBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFWeaponBaseGrenade();
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virtual void Spawn();
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virtual void Precache();
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bool Deploy( void );
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bool IsPrimed( void );
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void Prime( void );
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void Throw( void );
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bool ShouldDetonate( void );
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virtual void ItemPostFrame();
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virtual void HideThink( void ) { SetWeaponVisible( false ); }
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bool ShouldLowerMainWeapon( void );
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// Client specific.
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#ifdef CLIENT_DLL
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bool ShouldDraw( void );
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// Server specific.
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#else
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DECLARE_DATADESC();
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virtual void HandleAnimEvent( animevent_t *pEvent );
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// Each derived grenade class implements this.
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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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protected:
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CNetworkVar( bool, m_bPrimed ); // Set to true when the pin has been pulled but the grenade hasn't been thrown yet.
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CNetworkVar( float, m_flThrowTime ); // the time at which the grenade will be thrown. If this value is 0 then the time hasn't been set yet.
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CNetworkVar( bool, m_bThrow ); // True when the player is throwing the grenade
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private:
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CTFWeaponBaseGrenade( const CTFWeaponBaseGrenade & ) {}
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};
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#endif // TF_WEAPONBASE_GRENADE_H
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