//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose: 
//
//===========================================================================//

#ifndef WEAPON_IFMBASE_H
#define WEAPON_IFMBASE_H
#ifdef _WIN32
#pragma once
#endif


#if defined( CLIENT_DLL )
	#define CWeaponIFMBase C_WeaponIFMBase
#endif

#if defined ( TF_CLIENT_DLL )	|| defined ( TF_DLL )
	#include "tf_weaponbase.h"
	#define CWeaponModBaseClass CTFWeaponBase
#endif

class CWeaponIFMBase : public CWeaponModBaseClass
{
public:
	DECLARE_CLASS( CWeaponIFMBase, CWeaponModBaseClass );
	DECLARE_NETWORKCLASS(); 
	DECLARE_PREDICTABLE();

	CWeaponIFMBase();

#ifdef GAME_DLL
	DECLARE_DATADESC();
#endif

	// All predicted weapons need to implement and return true
	virtual bool	IsPredicted() const;
	
//	virtual void	FallInit( void );
	
public:
#if defined( CLIENT_DLL )
	virtual bool	ShouldPredict();
	virtual void	OnDataChanged( DataUpdateType_t type );
#else
	virtual void	Spawn();

	// FIXME: How should this work? This is a hack to get things working
	virtual const unsigned char *GetEncryptionKey( void ) { return NULL; }
#endif

private:
	CWeaponIFMBase( const CWeaponIFMBase & );
};


#endif // WEAPON_IFMBASE_H