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39 lines
1.2 KiB
39 lines
1.2 KiB
//========= Copyright (c) 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 C_WEAPON__STUBS_H
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#define C_WEAPON__STUBS_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "client_class.h"
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// This is an ugly hack to link client classes to weapons for now
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// these will be removed once we predict all weapons, especially TF2 weapons
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#define STUB_WEAPON_CLASS_IMPLEMENT( entityName, className ) \
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BEGIN_PREDICTION_DATA( className ) \
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END_PREDICTION_DATA() \
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LINK_ENTITY_TO_CLASS( entityName, className );
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#define STUB_WEAPON_CLASS( entityName, className, baseClassName ) \
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class C_##className : public baseClassName \
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{ \
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DECLARE_CLASS( C_##className, baseClassName ); \
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public: \
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DECLARE_PREDICTABLE(); \
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DECLARE_CLIENTCLASS(); \
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C_##className() {}; \
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private: \
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C_##className( const C_##className & ); \
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}; \
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IMPLEMENT_CLIENTCLASS_DT( C_##className, DT_##className, C##className ) \
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END_RECV_TABLE() \
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STUB_WEAPON_CLASS_IMPLEMENT( entityName, C_##className );
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#endif // C_WEAPON__STUBS_H
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