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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_TWOHANDEDCONTAINER_H
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#define WEAPON_TWOHANDEDCONTAINER_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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#include "baseviewmodel_shared.h"
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#include "studio.h"
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#if defined( CLIENT_DLL )
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#define CWeaponTwoHandedContainer C_WeaponTwoHandedContainer
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#endif
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class CBaseViewModel;
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//-----------------------------------------------------------------------------
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// Purpose: Client side rep of CBaseTFCombatWeapon
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//-----------------------------------------------------------------------------
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class CWeaponTwoHandedContainer : public CBaseTFCombatWeapon
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{
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DECLARE_CLASS( CWeaponTwoHandedContainer, CBaseTFCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponTwoHandedContainer();
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~CWeaponTwoHandedContainer();
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virtual void Spawn( void );
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virtual void ItemPostFrame( void );
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virtual void ItemBusyFrame( void );
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virtual void SetWeapons( CBaseTFCombatWeapon *left, CBaseTFCombatWeapon *right );
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virtual void UnhideSecondViewmodel( void );
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virtual void AbortReload( void );
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virtual bool HasAnyAmmo( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual CBaseCombatWeapon *GetLastWeapon( void );
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virtual int GetWeight( void );
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virtual const char *GetViewModel( int viewmodelindex = 0 );
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virtual char *GetDeathNoticeName( void );
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virtual float GetDefaultAnimSpeed( 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 OnFireEvent( C_BaseViewModel *pViewModel, const Vector& origin, const QAngle& angles, int event, const char *options );
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virtual void GetViewmodelBoneControllers( CBaseViewModel *pViewModel, float controllers[MAXSTUDIOBONECTRLS]);
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virtual void OnDataChanged( DataUpdateType_t updateType );
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virtual bool ShouldDraw( void );
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virtual void Redraw(void);
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virtual void DrawAmmo( void );
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virtual void HandleInput( void );
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virtual void OverrideMouseInput( float *x, float *y );
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virtual void ViewModelDrawn( CBaseViewModel *pBaseViewModel );
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void HookWeaponEntities( void );
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virtual bool VisibleInWeaponSelection( void );
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private:
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CWeaponTwoHandedContainer( const CWeaponTwoHandedContainer & );
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public:
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#else
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virtual void SetTransmit( CCheckTransmitInfo *pInfo, bool bAlways );
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#endif
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CBaseTFCombatWeapon *GetLeftWeapon( void );
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CBaseTFCombatWeapon *GetRightWeapon( void );
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public:
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CNetworkHandle( CBaseTFCombatWeapon, m_hRightWeapon );
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CNetworkHandle( CBaseTFCombatWeapon, m_hLeftWeapon );
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#if defined( CLIENT_DLL )
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CHandle<CBaseTFCombatWeapon> m_hOldRightWeapon;
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CHandle<CBaseTFCombatWeapon> m_hOldLeftWeapon;
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#endif
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};
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#endif // WEAPON_TWOHANDEDCONTAINER_H
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