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game/shared/cstrike15/decoy_projectile.h
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79
game/shared/cstrike15/decoy_projectile.h
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//========= Copyright <20> 1996-2005, 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 DECOY_PROJECTILE_H
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#define DECOY_PROJECTILE_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "basecsgrenade_projectile.h"
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#if defined( CLIENT_DLL )
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class C_DecoyProjectile : public C_BaseCSGrenadeProjectile
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{
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public:
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DECLARE_CLASS( C_DecoyProjectile, C_BaseCSGrenadeProjectile );
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DECLARE_NETWORKCLASS();
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virtual bool Simulate( void );
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virtual void OnNewParticleEffect( const char *pszParticleName, CNewParticleEffect *pNewParticleEffect );
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virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
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private:
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CUtlReference<CNewParticleEffect> m_decoyParticleEffect;
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};
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#else // GAME_DLL
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struct DecoyWeaponProfile;
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class CDecoyProjectile : public CBaseCSGrenadeProjectile
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{
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public:
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DECLARE_CLASS( CDecoyProjectile, CBaseCSGrenadeProjectile );
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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// Overrides.
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public:
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virtual void Spawn( void );
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virtual void Precache( void );
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virtual void Detonate( void );
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virtual void BounceSound( void );
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virtual GrenadeType_t GetGrenadeType( void ) { return GRENADE_TYPE_DECOY; }
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// Grenade stuff.
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static CDecoyProjectile* Create(
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const Vector &position,
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const QAngle &angles,
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const Vector &velocity,
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const AngularImpulse &angVelocity,
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CBaseCombatCharacter *pOwner,
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const CCSWeaponInfo& weaponInfo );
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private:
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void Think_Detonate( void );
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void GunfireThink( void );
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void SetTimer( float timer );
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int m_shotsRemaining;
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float m_fExpireTime;
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DecoyWeaponProfile* m_pProfile;
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CSWeaponID m_decoyWeaponId;
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item_definition_index_t m_decoyWeaponDefIndex;
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WeaponSound_t m_decoyWeaponSoundType;
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};
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#endif // GAME_DLL
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#endif // DECOY_PROJECTILE_H
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