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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_OBJECTSELECTION_H
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#define WEAPON_OBJECTSELECTION_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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#define CWeaponObjectSelection C_WeaponObjectSelection
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#endif
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//-----------------------------------------------------------------------------
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// Purpose: This is a 'weapon' that's used to put objects into the client's weapon selection
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//-----------------------------------------------------------------------------
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class CWeaponObjectSelection : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponObjectSelection, CBaseTFCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponObjectSelection();
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#if defined( CLIENT_DLL )
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virtual void PreDataUpdate( DataUpdateType_t updateType );
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virtual void PostDataUpdate( DataUpdateType_t updateType );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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#endif
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// Overridden to handle objects
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virtual bool CanDeploy( void );
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virtual bool HasAmmo( void );
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virtual int GetSubType( void );
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virtual int GetSlot( void ) const;
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virtual int GetPosition( void ) const;
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virtual const char *GetPrintName( void ) const;
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#ifdef CLIENT_DLL
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virtual CHudTexture const *GetSpriteActive( void ) const;
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virtual CHudTexture const *GetSpriteInactive( void ) const;
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#endif
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// Set this selection's object type
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void SetType( int iType );
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void SetupObjectSelectionSprite( void );
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virtual bool SupportsTwoHanded( void ) { return true; };
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protected:
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CNetworkVar( int, m_iObjectType );
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int m_iOldObjectType;
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#ifdef CLIENT_DLL
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CHudTexture *m_pSelectionTexture;
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bool m_bNeedSpriteSetup;
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vgui::HFont m_hNumberFont;
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#endif
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private:
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CWeaponObjectSelection( const CWeaponObjectSelection & );
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};
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#endif // WEAPON_OBJECTSELECTION_H
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