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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_OBJECTSAPPER_H
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#define GRENADE_OBJECTSAPPER_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBaseObject;
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//-----------------------------------------------------------------------------
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// Purpose: Object sapper grenade
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//-----------------------------------------------------------------------------
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class CGrenadeObjectSapper : public CBaseGrenade
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{
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DECLARE_CLASS( CGrenadeObjectSapper, CBaseGrenade );
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public:
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DECLARE_DATADESC();
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DECLARE_SERVERCLASS();
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual int GetDamageType() const { return DMG_BLAST; }
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virtual void SapperThink( void );
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void SetTargetObject( CBaseObject *pObject );
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void SetArmed( bool armed );
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bool GetArmed( void ) const;
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void PlayArmingSound( void );
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// Pickup
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virtual int ObjectCaps( void ) { return FCAP_IMPULSE_USE; };
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virtual void Use( CBaseEntity *pActivator, CBaseEntity *pCaller, USE_TYPE useType, float value );
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static CGrenadeObjectSapper *CGrenadeObjectSapper::Create( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner, CBaseObject *pObject );
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public:
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CNetworkVar( bool, m_bSapping );
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CHandle<CBaseObject> m_hTargetObject;
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bool m_bArmed;
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};
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#endif // GRENADE_OBJECTSAPPER_H
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