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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: Rocket Launcher (Weapon)
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//
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//=============================================================================//
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#ifndef WEAPON_ROCKETLAUNCHER_H
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#define WEAPON_ROCKETLAUNCHER_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basetfcombatweapon_shared.h"
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#if defined( CLIENT_DLL )
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// Client Only
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#define CWeaponRocketLauncher C_WeaponRocketLauncher
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#endif
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//=============================================================================
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//
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// Rocket Launcher (Weapon)
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//
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class CWeaponRocketLauncher : public CWeaponCombatUsedWithShieldBase
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{
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DECLARE_CLASS( CWeaponRocketLauncher, CWeaponCombatUsedWithShieldBase );
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public:
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// Client & Server
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponRocketLauncher();
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~CWeaponRocketLauncher();
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void Spawn( void );
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// All predicted weapons need to implement and return true
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bool IsPredicted( void ) const { return true; }
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void PrimaryAttack( void );
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void ItemPostFrame( void );
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float GetFireRate( void );
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bool ComputeEMPFireState( void );
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#if defined( CLIENT_DLL )
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// Client Only
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bool ShouldPredict( void );
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#endif
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private:
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// Client & Server
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CWeaponRocketLauncher( const CWeaponRocketLauncher& );
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};
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#endif // WEAPON_ROCKETLAUNCHER_H
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