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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_LIMPETMINE_H
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#define WEAPON_LIMPETMINE_H
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#ifdef _WIN32
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#pragma once
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#endif
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class CBeam;
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#if defined( CLIENT_DLL )
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#define CWeaponLimpetmine C_WeaponLimpetmine
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#else
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#include "env_laserdesignation.h"
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: Combination limpet mine & laser designator weapon
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//-----------------------------------------------------------------------------
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class CWeaponLimpetmine : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponLimpetmine, CBaseTFCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponLimpetmine( void );
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virtual void UpdateOnRemove( void );
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virtual void Precache( void );
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virtual float GetFireRate( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void ItemPostFrame( void );
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virtual void PrimaryAttack( void );
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virtual void WeaponIdle( void );
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virtual bool HasAnyAmmo( void );
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virtual void CleanupOnActStart( void );
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// Designation
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void StartDesignating( void );
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void StopDesignating( void );
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void UpdateBeamTarget( );
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// Limpet counting
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void DecrementLimpets( void );
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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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// Server DLL only
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#if !defined( CLIENT_DLL )
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void DetonateDeployedLimpets( void );
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void RemoveDeployedLimpets( void );
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void ThrowLimpet( CBasePlayer *pPlayer, Vector vecSrc, Vector vecAiming );
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void ActivateBeam();
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void DesignateSentriesToAttack( CBaseEntity *pEntity );
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bool ValidDesignationTarget( CBaseEntity *pEntity );
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CBaseEntity *GetDesignatedEntity( CBaseTFPlayer *pPlayer ); // Visually highlight those limpets in player's view cone
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public:
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CHandle<CEnvLaserDesignation> m_hLaserDesignation;
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#endif
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// Client DLL only
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#if defined( CLIENT_DLL )
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public:
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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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virtual bool CanBeSelected( void );
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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#endif
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protected:
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// Designation
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bool m_bDesignating;
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CNetworkHandle( CBaseEntity, m_hDesignatedEntity );
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EHANDLE m_hOldDesignatedEntity;
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int m_eDesignatedEntityOriginalRenderFx;
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int m_eDesignatedEntityOriginalRenderMode;
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// Beam
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CBeam *m_pBeam;
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// Limpets
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float m_flStartedLaunchingAt;
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CNetworkVar( int, m_iDeployedLimpets );
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int m_flNextBuzzTime;
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private:
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CWeaponLimpetmine( const CWeaponLimpetmine & );
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};
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#endif // WEAPON_LIMPETMINE_H
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