56 lines
1.4 KiB
C
56 lines
1.4 KiB
C
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#ifndef _INCLUDED_ASW_WEAPON_FLASHLIGHT_H
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#define _INCLUDED_ASW_WEAPON_FLASHLIGHT_H
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#pragma once
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#ifdef CLIENT_DLL
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#include "c_asw_weapon.h"
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#define CASW_Weapon C_ASW_Weapon
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#define CASW_Weapon_Flashlight C_ASW_Weapon_Flashlight
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#define CASW_Marine C_ASW_Marine
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#else
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#include "asw_weapon.h"
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#include "npc_combine.h"
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#endif
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#include "basegrenade_shared.h"
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#include "asw_shareddefs.h"
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class CASW_Weapon_Flashlight : public CASW_Weapon
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{
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public:
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DECLARE_CLASS( CASW_Weapon_Flashlight, CASW_Weapon );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CASW_Weapon_Flashlight();
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virtual ~CASW_Weapon_Flashlight();
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void Precache();
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Activity GetPrimaryAttackActivity( void );
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void PrimaryAttack();
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#ifndef CLIENT_DLL
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DECLARE_DATADESC();
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// todo: stop AI attacking with this?
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int CapabilitiesGet( void ) { return bits_CAP_WEAPON_RANGE_ATTACK1; }
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virtual const char* GetPickupClass() { return "asw_pickup_flashlight"; }
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// for toggling the flashlight effect when we take/drop this weapon
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virtual void MarineDropped(CASW_Marine* pMarine);
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virtual void Equip( CBaseCombatCharacter *pOwner );
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#endif
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virtual bool IsOffensiveWeapon() { return false; }
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//virtual bool ASWCanBeSelected() { return false; } // no selecting this
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// Classification
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_FLASHLIGHT; }
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};
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#endif /* _INCLUDED_ASW_WEAPON_FLASHLIGHT_H */
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