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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: The Commando's anti-personnel grenades
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//
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// $NoKeywords: $
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//=============================================================================//
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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_combat_usedwithshieldbase.h"
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#include "weapon_combat_basegrenade.h"
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#include "weapon_combatshield.h"
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#include "in_buttons.h"
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#if !defined( CLIENT_DLL )
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#include "grenade_antipersonnel.h"
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#else
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#define CWeaponCombatGrenade C_WeaponCombatGrenade
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#endif
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// memdbgon must be the last include file in a .cpp file!!!
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#include "tier0/memdbgon.h"
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class CBaseGrenade;
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//-----------------------------------------------------------------------------
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// Purpose: Combo shield & grenade weapon
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//-----------------------------------------------------------------------------
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class CWeaponCombatGrenade : public CWeaponCombatBaseGrenade
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{
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DECLARE_CLASS( CWeaponCombatGrenade, CWeaponCombatBaseGrenade );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCombatGrenade();
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virtual void Precache( void );
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virtual CBaseGrenade *CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner );
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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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private:
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CWeaponCombatGrenade( const CWeaponCombatGrenade & );
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};
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CWeaponCombatGrenade::CWeaponCombatGrenade( void )
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{
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SetPredictionEligible( true );
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}
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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void CWeaponCombatGrenade::Precache( void )
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{
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BaseClass::Precache();
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#if !defined( CLIENT_DLL )
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UTIL_PrecacheOther( "grenade_antipersonnel" );
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#endif
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}
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CBaseGrenade *CWeaponCombatGrenade::CreateGrenade( const Vector &vecOrigin, const Vector &vecAngles, CBasePlayer *pOwner )
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{
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#if !defined( CLIENT_DLL )
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return CGrenadeAntiPersonnel::Create(vecOrigin, vecAngles, pOwner );
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#else
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return NULL;
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#endif
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}
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LINK_ENTITY_TO_CLASS( weapon_combat_grenade, CWeaponCombatGrenade );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponCombatGrenade, DT_WeaponCombatGrenade )
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BEGIN_NETWORK_TABLE( CWeaponCombatGrenade, DT_WeaponCombatGrenade )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponCombatGrenade )
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END_PREDICTION_DATA()
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PRECACHE_WEAPON_REGISTER(weapon_combat_grenade);
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