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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_MINIGUN_H
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#define WEAPON_TFC_MINIGUN_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 CTFCMinigun C_TFCMinigun
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#endif
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enum MinigunState_t
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{
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// assault cannon firing states
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AC_STATE_IDLE=0,
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AC_STATE_STARTFIRING,
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AC_STATE_FIRING,
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AC_STATE_SPINNING
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};
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// ----------------------------------------------------------------------------- //
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// CTFCMinigun class definition.
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// ----------------------------------------------------------------------------- //
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class CTFCMinigun : public CWeaponTFCBase
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{
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public:
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DECLARE_CLASS( CTFCMinigun, 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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CTFCMinigun();
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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 Precache();
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virtual void PrimaryAttack();
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virtual void WeaponIdle();
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virtual bool Deploy();
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virtual bool SendWeaponAnim( int iActivity );
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virtual void HandleFireOnEmpty();
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virtual TFCWeaponID GetWeaponID( void ) const;
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// Overrideables.
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public:
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private:
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CTFCMinigun( const CTFCMinigun & ) {}
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void WindUp();
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void Spin();
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void Fire();
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void StartSpin();
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void WindDown( bool bFromHolster );
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private:
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MinigunState_t m_iWeaponState;
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};
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#endif // WEAPON_TFC_MINIGUN_H
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