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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Base class for object upgrading objects
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//
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//=============================================================================//
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#ifndef TF_OBJ_BASEDRIVERGUN_H
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#define TF_OBJ_BASEDRIVERGUN_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CBaseObjectDriverGun C_BaseObjectDriverGun
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#endif
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#include "tf_obj_baseupgrade_shared.h"
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// ------------------------------------------------------------------------
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// Base class for objects that, when built on a vehicle, become under control of the driver
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// ------------------------------------------------------------------------
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class CBaseObjectDriverGun : public CBaseObjectUpgrade
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{
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DECLARE_CLASS( CBaseObjectDriverGun, CBaseObjectUpgrade );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CBaseObjectDriverGun();
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virtual void Spawn( void );
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virtual void FinishedBuilding( void );
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// Firing
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virtual bool CanFireNow( void ) { return false; }
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virtual void Fire( CBaseTFPlayer *pDriver ) { return; }
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// Turning
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virtual void SetTargetAngles( const QAngle &vecAngles );
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virtual const QAngle &GetCurrentAngles( void );
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virtual Vector GetFireOrigin( void );
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// HUD
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virtual void DrawHudElements( void ) { return; }
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#ifdef CLIENT_DLL
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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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virtual bool ShouldPredict( void );
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#endif
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protected:
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CNetworkQAngle( m_vecGunAngles );
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private:
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CBaseObjectDriverGun( const CBaseObjectDriverGun & ); // not defined, not accessible
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};
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#endif // TF_OBJ_BASEDRIVERGUN_H
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