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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 WEAPON_COMBAT_BASEGRENADE_H
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#define WEAPON_COMBAT_BASEGRENADE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_combat_usedwithshieldbase.h"
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#include "basegrenade_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponCombatBaseGrenade C_WeaponCombatBaseGrenade
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#endif
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWeaponCombatBaseGrenade : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponCombatBaseGrenade, CWeaponCombatUsedWithShieldBase );
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public:
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CWeaponCombatBaseGrenade();
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual float GetFireRate( void );
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virtual void ThrowGrenade( void );
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// Custom grenade types
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virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner ) { return NULL; }
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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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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict( void )
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{
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if ( 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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#endif
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*/
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public:
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CNetworkVar( float, m_flStartedThrowAt );
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private:
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CWeaponCombatBaseGrenade( const CWeaponCombatBaseGrenade & );
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};
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#endif // WEAPON_COMBAT_BASEGRENADE_H
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