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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_TFCBASE_H
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#define WEAPON_TFCBASE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tfc_playeranimstate.h"
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#include "tfc_weapon_parse.h"
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#if defined( CLIENT_DLL )
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#define CWeaponTFCBase C_WeaponTFCBase
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#endif
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class CTFCPlayer;
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// Given an ammo type (like from a weapon's GetPrimaryAmmoType()), this compares it
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// against the ammo name you specify.
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// MIKETODO: this should use indexing instead of searching and strcmp()'ing all the time.
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bool IsAmmoType( int iAmmoType, const char *pAmmoName );
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typedef enum
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{
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WEAPON_NONE = 0,
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// Melee
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WEAPON_CROWBAR,
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WEAPON_SPANNER, // Engineer's wrench.
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WEAPON_KNIFE,
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WEAPON_MEDIKIT,
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// Vector weapons
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WEAPON_MINIGUN,
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// Shotguns
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WEAPON_SHOTGUN,
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WEAPON_SUPER_SHOTGUN,
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WEAPON_NAILGUN,
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WEAPON_SUPER_NAILGUN,
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WEAPON_MAX, // number of weapons weapon index
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} TFCWeaponID;
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//Class Heirarchy for tfc weapons
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/*
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CWeaponTFCBase
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|--> CTFCCrowbar
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| |
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| |--> CTFCKnife
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| |--> CTFCMedikit
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| |--> CTFCSpanner
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| |--> CTFCMedikit
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|
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|--> CTFCMinigun
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|--> CTFCShotgun
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| |
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| |--> CTFCSuperShotgun
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|--> CTFCNailgun
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| |
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| |--> CTFCSuperNailgun
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*/
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class CWeaponTFCBase : public CBaseCombatWeapon
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{
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public:
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DECLARE_CLASS( CWeaponTFCBase, CBaseCombatWeapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponTFCBase();
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virtual void Precache();
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virtual bool IsPredicted() const;
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CTFCPlayer* GetPlayerOwner() const;
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// Get TFC-specific weapon data.
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CTFCWeaponInfo const &GetTFCWpnData() const;
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// Get specific TFC weapon ID (ie: WEAPON_AK47, etc)
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virtual TFCWeaponID GetWeaponID( void ) const;
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// return true if this weapon is an instance of the given weapon type (ie: "IsA" WEAPON_GLOCK)
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bool IsA( TFCWeaponID id ) const;
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// return true if this weapon has a silencer equipped
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virtual bool IsSilenced( void ) const;
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#ifdef CLIENT_DLL
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#else
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DECLARE_DATADESC();
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virtual void Spawn();
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virtual bool DefaultReload( int iClipSize1, int iClipSize2, int iActivity );
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void SendReloadSoundEvent();
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virtual Vector GetSoundEmissionOrigin() const;
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#endif
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private:
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CWeaponTFCBase( const CWeaponTFCBase & );
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};
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#endif // WEAPON_TFCBASE_H
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