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93 lines
2.0 KiB
93 lines
2.0 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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//
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//=============================================================================
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#ifndef TF_WEAPON_SMG_H
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#define TF_WEAPON_SMG_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tf_weaponbase_gun.h"
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// Client specific.
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#ifdef CLIENT_DLL
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#define CTFSMG C_TFSMG
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#define CTFChargedSMG C_TFChargedSMG
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#endif
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//=============================================================================
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//
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// TF Weapon Sub-machine gun.
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//
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class CTFSMG : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFSMG, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFSMG() {}
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~CTFSMG() {}
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SMG; }
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virtual int GetDamageType( void ) const;
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virtual bool CanFireCriticalShot( bool bIsHeadshot );
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bool CanHeadshot( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return (iMode == 1); };
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private:
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CTFSMG( const CTFSMG & ) {}
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};
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//=============================================================================
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//
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// TF Weapon Charged Sub-machine gun.
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//
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class CTFChargedSMG : public CTFSMG
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{
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public:
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DECLARE_CLASS( CTFChargedSMG, CTFSMG );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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// Server specific.
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#ifdef GAME_DLL
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DECLARE_DATADESC();
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#endif
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CTFChargedSMG() {}
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~CTFChargedSMG() {}
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virtual int GetWeaponID( void ) const { return TF_WEAPON_CHARGED_SMG; }
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const char* GetEffectLabelText( void ) { return "#TF_SmgCharge"; }
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float GetProgress( void );
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bool ShouldFlashChargeBar();
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void SecondaryAttack() OVERRIDE;
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bool CanPerformSecondaryAttack() const OVERRIDE;
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void WeaponReset() OVERRIDE;
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#ifdef GAME_DLL
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void ApplyOnHitAttributes( CBaseEntity *pVictimBaseEntity, CTFPlayer *pAttacker, const CTakeDamageInfo &info ) OVERRIDE;
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#endif
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protected:
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CNetworkVar( float, m_flMinicritCharge );
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float m_flMinicritStartTime;
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private:
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CTFChargedSMG( const CTFChargedSMG & ) {}
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};
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#endif // TF_WEAPON_SMG_H
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