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57 lines
1.2 KiB
57 lines
1.2 KiB
//===== 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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#ifndef WEAPON_IFMBASE_H
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#define WEAPON_IFMBASE_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 CWeaponIFMBase C_WeaponIFMBase
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#endif
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#if defined ( TF_CLIENT_DLL ) || defined ( TF_DLL )
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#include "tf_weaponbase.h"
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#define CWeaponModBaseClass CTFWeaponBase
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#endif
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class CWeaponIFMBase : public CWeaponModBaseClass
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{
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public:
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DECLARE_CLASS( CWeaponIFMBase, CWeaponModBaseClass );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponIFMBase();
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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// All predicted weapons need to implement and return true
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virtual bool IsPredicted() const;
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// virtual void FallInit( void );
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public:
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#if defined( CLIENT_DLL )
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virtual bool ShouldPredict();
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virtual void OnDataChanged( DataUpdateType_t type );
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#else
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virtual void Spawn();
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// FIXME: How should this work? This is a hack to get things working
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virtual const unsigned char *GetEncryptionKey( void ) { return NULL; }
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#endif
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private:
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CWeaponIFMBase( const CWeaponIFMBase & );
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};
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#endif // WEAPON_IFMBASE_H
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