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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_USEDWITHSHIELDBASE_H
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#define WEAPON_COMBAT_USEDWITHSHIELDBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetfcombatweapon_shared.h"
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class CBasePlayer;
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#if defined( CLIENT_DLL )
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#define CWeaponCombatUsedWithShieldBase C_WeaponCombatUsedWithShieldBase
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#endif
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class CWeaponCombatUsedWithShieldBase : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponCombatUsedWithShieldBase, CBaseTFCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponCombatUsedWithShieldBase( void ) {}
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virtual bool CanDeploy( void );
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virtual int UpdateClientData( CBasePlayer *pPlayer );
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virtual bool SupportsTwoHanded( void ) { return true; };
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void AllowShieldPostFrame( bool allow );
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virtual int GetShieldState( void );
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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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private:
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CWeaponCombatUsedWithShieldBase( const CWeaponCombatUsedWithShieldBase & );
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};
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#endif // WEAPON_COMBAT_USEDWITHSHIELDBASE_H
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