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62
game/shared/hl2/basehlcombatweapon_shared.h
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62
game/shared/hl2/basehlcombatweapon_shared.h
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//========= Copyright © 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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#include "basecombatweapon_shared.h"
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#ifndef BASEHLCOMBATWEAPON_SHARED_H
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#define BASEHLCOMBATWEAPON_SHARED_H
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#ifdef _WIN32
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#pragma once
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#endif
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#if defined( CLIENT_DLL )
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#define CBaseHLCombatWeapon C_BaseHLCombatWeapon
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#endif
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class CBaseHLCombatWeapon : public CBaseCombatWeapon
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{
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#if !defined( CLIENT_DLL )
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DECLARE_DATADESC();
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#endif
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DECLARE_CLASS( CBaseHLCombatWeapon, CBaseCombatWeapon );
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public:
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual bool WeaponShouldBeLowered( void );
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bool CanLower();
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virtual bool Ready( void );
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virtual bool Lower( void );
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virtual bool Deploy( void );
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual void WeaponIdle( void );
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virtual bool SendWeaponAnim( int iActivity );
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virtual void AddViewmodelBob( CBaseViewModel *viewmodel, Vector &origin, QAngle &angles );
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virtual float CalcViewmodelBob( void );
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virtual Vector GetBulletSpread( WeaponProficiency_t proficiency );
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virtual float GetSpreadBias( WeaponProficiency_t proficiency );
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virtual const WeaponProficiencyInfo_t *GetProficiencyValues();
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static const WeaponProficiencyInfo_t *GetDefaultProficiencyValues();
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virtual void ItemHolsterFrame( void );
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virtual bool IsSpecialSuitAbility( void ); // Weapon can be used as a suit ability
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int m_iPrimaryAttacks; // # of primary attacks performed with this weapon
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int m_iSecondaryAttacks; // # of secondary attacks performed with this weapon
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protected:
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bool m_bLowered; // Whether the viewmodel is raised or lowered
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float m_flRaiseTime; // If lowered, the time we should raise the viewmodel
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float m_flHolsterTime; // When the weapon was holstered
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};
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#endif // BASEHLCOMBATWEAPON_SHARED_H
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51
game/shared/hl2/hl_movedata.h
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51
game/shared/hl2/hl_movedata.h
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//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//=============================================================================//
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#ifndef HL_MOVEDATA_H
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#define HL_MOVEDATA_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "igamemovement.h"
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// This class contains HL2-specific prediction data.
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class CHLMoveData : public CMoveData
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{
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public:
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bool m_bIsSprinting;
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};
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class CFuncLadder;
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class CReservePlayerSpot;
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//-----------------------------------------------------------------------------
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// Purpose: Data related to automatic mounting/dismounting from ladders
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//-----------------------------------------------------------------------------
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struct LadderMove_t
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{
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DECLARE_SIMPLE_DATADESC();
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// Are we forcing player movement during mount/dismount
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bool m_bForceLadderMove;
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// Is the forced move getting on or off the ladder
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bool m_bForceMount;
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// Simulation info for forcing the player move
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float m_flStartTime;
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float m_flArrivalTime;
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Vector m_vecGoalPosition;
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Vector m_vecStartPosition;
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// The ladder entity owning the forced move (for marking us "on" the ladder after automounting it)
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CHandle< CFuncLadder > m_hForceLadder;
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CHandle< CReservePlayerSpot > m_hReservedSpot;
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};
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#endif // HL_MOVEDATA_H
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