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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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#include "cbase.h"
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#include "basetfplayer_shared.h"
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#include "weapon_basecombatobject.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 CWeaponObjRallyFlag C_WeaponObjRallyFlag
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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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//-----------------------------------------------------------------------------
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// Purpose: Combat object weapon for the Rally Flag
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//-----------------------------------------------------------------------------
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class CWeaponObjRallyFlag : public CWeaponBaseCombatObject
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{
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DECLARE_CLASS( CWeaponObjRallyFlag, CWeaponBaseCombatObject );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponObjRallyFlag( 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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#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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CWeaponObjRallyFlag( const CWeaponObjRallyFlag & );
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};
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CWeaponObjRallyFlag::CWeaponObjRallyFlag( void )
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{
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m_szObjectName = "obj_rallyflag";
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m_vecBuildMins = RALLYFLAG_MINS - Vector( 4,4,4 );
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m_vecBuildMaxs = RALLYFLAG_MAXS + Vector( 4,4,4 );
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SetPredictionEligible( true );
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}
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LINK_ENTITY_TO_CLASS( weapon_obj_rallyflag, CWeaponObjRallyFlag );
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponObjRallyFlag, DT_WeaponObjRallyFlag )
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BEGIN_NETWORK_TABLE( CWeaponObjRallyFlag, DT_WeaponObjRallyFlag )
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponObjRallyFlag )
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END_PREDICTION_DATA()
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PRECACHE_WEAPON_REGISTER(weapon_obj_rallyflag);
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