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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 GRENADE_EMP_H
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#define GRENADE_EMP_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CSprite;
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#include "grenade_base_empable.h"
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#if defined( CLIENT_DLL )
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#define CGrenadeEMP C_GrenadeEMP
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: EMP grenade
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//-----------------------------------------------------------------------------
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class CGrenadeEMP : public CBaseEMPableGrenade
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{
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DECLARE_CLASS( CGrenadeEMP, CBaseEMPableGrenade );
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public:
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CGrenadeEMP();
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DECLARE_PREDICTABLE();
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DECLARE_NETWORKCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void UpdateOnRemove( void );
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virtual void Explode( trace_t *pTrace, int bitsDamageType );
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virtual void BounceTouch( CBaseEntity *pOther );
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virtual void BounceSound( void );
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virtual float GetShakeAmplitude( void );
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virtual int GetDamageType() const { return DMG_BLAST; }
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void ApplyRadiusEMPEffect( CBaseEntity *pOwner, const Vector& vecCenter );
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static CGrenadeEMP *CGrenadeEMP::Create( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
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// A derived class should return true here so that weapon sounds, etc, can
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// apply the proper filter
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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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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( GetThrower() &&
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GetThrower() == C_BasePlayer::GetLocalPlayer() )
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return true;
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return BaseClass::ShouldPredict();
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}
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual void ClientThink( void );
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TimedEvent m_ParticleEvent;
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virtual int DrawModel( int flags );
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#endif
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private:
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CNetworkHandle( CSprite, m_hLiveSprite );
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private:
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CGrenadeEMP( const CGrenadeEMP & );
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};
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#endif // GRENADE_EMP_H
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