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game/shared/cstrike15/weapon_molotov.h
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94
game/shared/cstrike15/weapon_molotov.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 WEAPON_MOLOTOV_H
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#define WEAPON_MOLOTOV_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "weapon_basecsgrenade.h"
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#if defined( CLIENT_DLL )
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#define CMolotovGrenade C_MolotovGrenade
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#define CIncendiaryGrenade C_IncendiaryGrenade
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#endif
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//-----------------------------------------------------------------------------
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// Molotov grenades
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//-----------------------------------------------------------------------------
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class CMolotovGrenade : public CBaseCSGrenade
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{
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public:
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DECLARE_CLASS( CMolotovGrenade, CBaseCSGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CMolotovGrenade() {}
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virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_MOLOTOV; }
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#ifdef CLIENT_DLL
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virtual bool Simulate( void );
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virtual void UpdateParticles( void );
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virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
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#else
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DECLARE_DATADESC();
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo );
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virtual void Precache( void );
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#endif
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virtual void Drop( const Vector& vecVelocity );
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private:
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CMolotovGrenade( const CMolotovGrenade& );
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private:
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#if defined( CLIENT_DLL )
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CUtlReference<CNewParticleEffect> m_molotovParticleEffect;
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#endif
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};
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//-----------------------------------------------------------------------------
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// Incendiary grenades
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//-----------------------------------------------------------------------------
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class CIncendiaryGrenade : public CMolotovGrenade
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{
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public:
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DECLARE_CLASS( CIncendiaryGrenade, CMolotovGrenade );
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DECLARE_NETWORKCLASS();
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//DECLARE_PREDICTABLE();
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CIncendiaryGrenade() {}
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virtual CSWeaponID GetCSWeaponID( void ) const { return WEAPON_INCGRENADE; }
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#ifdef CLIENT_DLL
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//virtual bool Simulate( void );
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//virtual void UpdateParticles( void );
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//virtual void OnParticleEffectDeleted( CNewParticleEffect *pParticleEffect );
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#else
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//DECLARE_DATADESC();
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, const CCSWeaponInfo& weaponInfo );
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virtual void Precache( void );
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#endif
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private:
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CIncendiaryGrenade( const CIncendiaryGrenade& );
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/*
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private:
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#if defined( CLIENT_DLL )
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CUtlReference<CNewParticleEffect> m_molotovParticleEffect;
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#endif
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*/
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};
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#endif // WEAPON_MOLOTOV_H
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