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game/shared/cstrike15/weapon_baseitem.h
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86
game/shared/cstrike15/weapon_baseitem.h
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//========= Copyright <20> 1996-2009, Valve Corporation, All rights reserved. ============//
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//
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// Purpose: base class for belt items, eg pills and adrenaline
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//
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// $NoKeywords: $
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//=====================================================================================//
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#ifndef _WEAPON_BASE_ITEM_H_
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#define _WEAPON_BASE_ITEM_H_
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_csbase.h"
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#include "util_shared.h"
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#if defined( CLIENT_DLL )
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#define CWeaponBaseItem C_WeaponBaseItem
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#endif
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class CWeaponBaseItem : public CWeaponCSBase
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{
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public:
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DECLARE_CLASS( CWeaponBaseItem, CWeaponCSBase );
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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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CWeaponBaseItem();
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virtual bool HasPrimaryAmmo( void ); // Returns true if weapon has ammo
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virtual bool CanBeSelected( void );
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virtual void Spawn( void );
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virtual void PrimaryAttack( void ); // do "+ATTACK"
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virtual void SecondaryAttack( void ); // do "+ATTACK2"
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// virtual bool OnHit( trace_t &trace, const Vector &swingVector, bool firstTime ); // deals damage and plays hit effects. returns true if this hit stops the swing.
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bool Reload();
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virtual void ItemPostFrame( void ); // called each frame by the player PostThink
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// virtual bool CanExtendHelpingHand( void ) const;
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virtual bool CanFidget( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo = NULL );
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virtual void WeaponIdle( void ); // called when no buttons pressed
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virtual bool SendWeaponAnim( int iActivity );
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// virtual Activity GetWeaponDeployActivity( PlayerAnimEvent_t animEvent, Activity mainActivity ) { return ACT_DEPLOY_GREN; }
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virtual bool CanUseOnSelf( CCSPlayer *pPlayer ) { return true; }
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virtual void OnStartUse( CCSPlayer *pPlayer ) {}
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virtual float GetUseTimerDuration( void );
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#ifndef CLIENT_DLL
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virtual void CompleteUse( CCSPlayer *pPlayer ) {}
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#endif
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private:
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CWeaponBaseItem( const CWeaponBaseItem & ) {}
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CNetworkVarEmbedded( CountdownTimer, m_UseTimer );
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CNetworkVar( bool, m_bRedraw ); // Draw the weapon again after throwing a grenade
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};
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inline bool CWeaponBaseItem::HasPrimaryAmmo( void )
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{
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return true;
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}
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inline bool CWeaponBaseItem::CanBeSelected( void )
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{
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return true;
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}
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#endif // _WEAPON_BASE_ITEM_H_
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