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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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// $NoKeywords: $
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//=============================================================================//
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#ifndef BASETFCOMBATWEAPON_SHARED_H
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#define BASETFCOMBATWEAPON_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "baseplayer_shared.h"
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#include "basetfplayer_shared.h"
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#include "basecombatweapon_shared.h"
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#if defined( CLIENT_DLL )
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#define CBaseTFCombatWeapon C_BaseTFCombatWeapon
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Client side rep of CBaseTFCombatWeapon
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//-----------------------------------------------------------------------------
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class CBaseTFCombatWeapon : public CBaseCombatWeapon
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{
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DECLARE_CLASS( CBaseTFCombatWeapon, CBaseCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CBaseTFCombatWeapon ();
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virtual void Precache( void );
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bool IsCamouflaged( void );
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virtual Vector GetTracerSrc( Vector &vecSrc, Vector &vecFireDir );
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// Check if the owner is being EMP'd and if we can't fire, play an appropriate
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// failure sound
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// Default is to allow firing no matter what
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virtual bool ComputeEMPFireState( void ) { return true; }
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virtual void CheckRemoveDisguise( void );
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virtual int GetImpactScale( void ) { return 1; };
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// FIXME: why are these virtual?
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virtual float SequenceDuration( int iSequence );
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virtual float SequenceDuration( void ) { return SequenceDuration( GetSequence() ); }
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virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f );
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virtual void PlayAttackAnimation( int activity );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void SetReflectViewModelAnimations( bool reflect );
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virtual bool IsReflectingAnimations( void ) const;
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virtual int GetLastReflectedActivity( void ) { return m_iLastReflectedActivity; };
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virtual int GetOtherWeaponsActivity( int iActivity ) { return iActivity; }
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virtual int ReplaceOtherWeaponsActivity( int iActivity ) { return iActivity; }
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virtual bool SupportsTwoHanded( void ) { return false; };
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virtual void CleanupOnActStart( void ) { return; }
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bool IsOwnerEMPed();
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virtual void BulletWasFired( const Vector &vecStart, const Vector &vecEnd ) { return; };
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// Technology handling
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology ) { return; };
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/*
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted( void ) const
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{
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return true;
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}
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*/
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virtual int GetPrimaryAmmo( void );
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virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
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virtual float CalcViewmodelBob( void );
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetOwner() &&
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GetOwner() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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// Camo
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virtual int GetFxBlend( void );
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virtual bool IsTransparent( void );
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virtual int GetSecondaryAmmo( void );
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virtual int DrawModel( int flags );
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virtual void DrawAmmo( void );
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virtual void DrawMiniAmmo( void );
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virtual bool ShouldDrawPickup( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual const char *GetPrintName( void );
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virtual bool ShouldShowUsageHint( void );
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static void CreateCrosshairPanels( void );
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static void DestroyCrosshairPanels( void );
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virtual bool OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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protected:
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static vgui::Label *m_pCrosshairAmmo;
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private:
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// Share crosshair stuff among all weapons
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static bool m_bCrosshairInitialized;
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// Create/destroy shared crosshair object
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static void InitializeCrosshairPanels( void );
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private:
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CBaseTFCombatWeapon ( const CBaseTFCombatWeapon & );
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#else
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virtual void AddAssociatedObject( CBaseObject *pObject ) { }
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virtual void RemoveAssociatedObject( CBaseObject *pObject ) { }
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protected:
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// CVars that contain my damage details
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const ConVar *m_pDamageCVar;
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const ConVar *m_pRangeCVar;
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#endif
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protected:
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// If true, reflect and weapon animations to all view models
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CNetworkVar( bool, m_bReflectViewModelAnimations );
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int m_iLastReflectedActivity;
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float bobtime;
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float bob;
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};
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#endif // BASETFCOMBATWEAPON_SHARED_H
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