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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Weapon Base Gun
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//
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//=============================================================================
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#ifndef TF_WEAPONBASE_GUN_H
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#define TF_WEAPONBASE_GUN_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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#define CREATE_SIMPLE_WEAPON_TABLE( WpnName, entityname ) \
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\
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IMPLEMENT_NETWORKCLASS_ALIASED( WpnName, DT_##WpnName ) \
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\
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BEGIN_NETWORK_TABLE( C##WpnName, DT_##WpnName ) \
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END_NETWORK_TABLE() \
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\
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BEGIN_PREDICTION_DATA( C##WpnName ) \
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END_PREDICTION_DATA() \
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\
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LINK_ENTITY_TO_CLASS( entityname, C##WpnName ); \
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PRECACHE_WEAPON_REGISTER( entityname );
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#if defined( CLIENT_DLL )
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#define CTFWeaponBaseGun C_TFWeaponBaseGun
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#endif
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#define ZOOM_CONTEXT "ZoomContext"
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#define ZOOM_REZOOM_TIME 1.4f
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//=============================================================================
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//
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// Weapon Base Melee Gun
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//
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class CTFWeaponBaseGun : public CTFWeaponBase
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{
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public:
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DECLARE_CLASS( CTFWeaponBaseGun, CTFWeaponBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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CTFWeaponBaseGun();
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virtual void PrimaryAttack();
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virtual void SecondaryAttack( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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// Derived classes call this to fire a bullet.
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//bool TFBaseGunFire( void );
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virtual void DoFireEffects();
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virtual bool ShouldDoMuzzleFlash( void ) { return true; }
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void ToggleZoom( void );
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virtual int GetWeaponProjectileType( void ) const { return m_pWeaponInfo->GetWeaponData( m_iWeaponMode ).m_iProjectile; }
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virtual CBaseEntity *FireProjectile( CTFPlayer *pPlayer );
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virtual void RemoveProjectileAmmo( CTFPlayer *pPlayer );
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virtual void ModifyProjectile( CBaseEntity* pProj ) {};
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virtual void FireBullet( CTFPlayer *pPlayer );
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CBaseEntity *FireRocket( CTFPlayer *pPlayer, int iRocketType=0 );
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CBaseEntity *FireNail( CTFPlayer *pPlayer, int iSpecificNail );
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virtual CBaseEntity *FirePipeBomb( CTFPlayer *pPlayer, int iPipeBombType );
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CBaseEntity *FireFlare( CTFPlayer *pPlayer );
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virtual CBaseEntity *FireArrow( CTFPlayer *pPlayer, ProjectileType_t projectileType );
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virtual CBaseEntity *FireJar( CTFPlayer *pPlayer );
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virtual CBaseEntity *FireFlameRocket( CTFPlayer *pPlayer );
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virtual CBaseEntity *FireEnergyBall( CTFPlayer *pPlayer, bool bRing=false );
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virtual bool HasLastShotCritical( void );
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virtual float GetWeaponSpread( void );
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virtual void GetCustomProjectileModel( CAttribute_String *attrCustomProjModel );
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virtual float GetProjectileSpeed( void ) { return 0.0f; }
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virtual float GetProjectileGravity( void ) { return 0.f; }
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virtual float GetProjectileSpread( void ) { return 0.0f; }
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virtual int GetAmmoPerShot( void );
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void UpdatePunchAngles( CTFPlayer *pPlayer );
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virtual float GetProjectileDamage( void );
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virtual bool ShouldPlayFireAnim( void ) { return true; }
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virtual void ZoomIn( void );
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virtual void ZoomOut( void );
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void ZoomOutIn( void );
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virtual void PlayWeaponShootSound( void );
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virtual bool HasPrimaryAmmo( void );
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virtual bool CanDeploy( void );
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virtual bool CanBeSelected( void );
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virtual bool ShouldRemoveDisguiseOnPrimaryAttack() const;
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private:
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CTFWeaponBaseGun( const CTFWeaponBaseGun & );
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};
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#endif // TF_WEAPONBASE_GUN_H
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