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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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//=============================================================================//
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#ifndef WEAPON_TFC_CROWBAR_H
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#define WEAPON_TFC_CROWBAR_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_tfcbase.h"
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#if defined( CLIENT_DLL )
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#define CTFCCrowbar C_TFCCrowbar
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#endif
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// ----------------------------------------------------------------------------- //
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// CTFCCrowbar class definition.
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// ----------------------------------------------------------------------------- //
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class CTFCCrowbar : public CWeaponTFCBase
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{
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public:
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DECLARE_CLASS( CTFCCrowbar, CWeaponTFCBase );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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#endif
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CTFCCrowbar();
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// We say yes to this so the weapon system lets us switch to it.
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virtual bool HasPrimaryAmmo();
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virtual bool CanBeSelected();
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virtual void ItemPostFrame();
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virtual void Precache();
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void Spawn();
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void Smack();
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void PrimaryAttack();
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bool Deploy();
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void Holster( int skiplocal = 0 );
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bool CanDrop();
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void WeaponIdle();
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virtual TFCWeaponID GetWeaponID( void ) const;
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// Overrideables.
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public:
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#ifdef GAME_DLL
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// This is called first to determine if the axe should apply damage to the entity.
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virtual void AxeHit(
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CBaseEntity *pHit,
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bool bFirstSwing,
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trace_t &tr,
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float *flDamage,
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bool *bDoEffects
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);
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#endif
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public:
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trace_t m_trHit;
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EHANDLE m_pTraceHitEnt;
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float m_flStoredPrimaryAttack;
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private:
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CTFCCrowbar( const CTFCCrowbar & ) {}
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};
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#endif // WEAPON_TFC_CROWBAR_H
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