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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Rockets (Weapon)
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//
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//=============================================================================//
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#ifndef WEAPON_GRENADE_ROCKET_H
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#define WEAPON_GRENADE_ROCKET_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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// Client Only
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#define CWeaponGrenadeRocket C_WeaponGrenadeRocket
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#else
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#include "iscorer.h"
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#endif
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class CWeaponGrenadeRocket: public CBaseAnimating
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#if !defined( CLIENT_DLL )
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, public IScorer
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#endif
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{
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DECLARE_CLASS( CWeaponGrenadeRocket, CBaseAnimating );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponGrenadeRocket();
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~CWeaponGrenadeRocket();
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void Spawn( void );
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void SetRealOwner( CBasePlayer *pOwner ) { m_hOwner = pOwner; }
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float GetDamage( void ) { return m_flDamage; }
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void SetDamage( float flDamage ) { m_flDamage = flDamage; }
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int GetDamageType() const { return DMG_BLAST; }
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float GetDamageRadius( void ) { return m_flRadius; }
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void SetDamageRadius( float flRadius ) { m_flRadius = flRadius; }
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void SetMaxRange( float flRange );
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void RocketTouch( CBaseEntity *pOther );
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static CWeaponGrenadeRocket *Create( const Vector &vecOrigin, const Vector &vecAngles, float flMaxRange, CBaseEntity *pRealOwner );
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#if !defined( CLIENT_DLL )
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// Server Only
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void Precache( void );
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void SetAnglesToMatchVelocity( void );
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void ExceededRangeThink( void );
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void TrackThink( void );
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void ApplyForcesToVehicle( CBaseEntity *pEntity );
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// IScorer
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public:
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// Return the entity that should receive the score
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virtual CBasePlayer *GetScorer( void );
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// Return the entity that should get assistance credit
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virtual CBasePlayer *GetAssistant( void ) { return NULL; };
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#else
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// Client Only
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void OnDataChanged( DataUpdateType_t updateType );
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void ClientThink( void );
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#endif
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private:
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CWeaponGrenadeRocket( const CWeaponGrenadeRocket& );
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private:
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float m_flDamage;
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float m_flRadius;
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float m_flMaxRange;
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float m_flFallingSpeed;
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float m_flExceedRangeTime;
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EHANDLE m_hOwner;
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};
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#endif // WEAPON_GRENADE_ROCKET_H
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