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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_MORTAR_H
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#define WEAPON_MORTAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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class SmokeTrail;
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class CWeaponMortar;
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#include "tf_basecombatweapon.h"
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#include "particle_smokegrenade.h"
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#include "utllinkedlist.h"
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#include "tf_obj_mortar.h"
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//-----------------------------------------------------------------------------
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// Purpose:
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//-----------------------------------------------------------------------------
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class CWeaponMortar : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponMortar, CBaseTFCombatWeapon );
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public:
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DECLARE_SERVERCLASS();
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CWeaponMortar();
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virtual void Precache();
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// Input
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void Fire( float flPower, float flAccuracy );
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void PrimaryAttack( void );
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void SecondaryAttack( void );
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// Deployment / Pick-up
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void DeployMortar( CObjectMortar *pMortar );
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void PickupMortar( void );
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void MortarDestroyed( void );
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void MortarObjectRemoved( void );
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// Turning
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void SetYaw( float flYaw );
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// Firing
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virtual void ItemPostFrame( void );
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virtual float GetFireRate( void );
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// Ammo
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virtual void SetRoundType( int iRoundType );
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virtual bool Deploy( void );
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virtual void WeaponIdle( void );
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virtual void GainedNewTechnology( CBaseTechnology *pTechnology );
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virtual void AddAssociatedObject( CBaseObject *pObject );
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virtual void RemoveAssociatedObject( CBaseObject *pObject );
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virtual bool ComputeEMPFireState( void );
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void MortarIsReloading( void );
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void MortarFinishedReloading( void );
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public:
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// Data
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bool m_bCarried;
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bool m_bMortarReloading;
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CHandle< CObjectMortar > m_hDeployedMortar;
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Vector m_vecMortarOrigin;
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QAngle m_vecMortarAngles;
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bool m_bRangeUpgraded;
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bool m_bAccuracyUpgraded;
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// Firing
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float m_flFiringPower;
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float m_flFiringAccuracy;
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};
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#endif // WEAPON_MORTAR_H
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