61 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			61 lines
		
	
	
		
			1.3 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
//========= Copyright 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 ( DOD_DLL )
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	#include "weapon_dodbase.h"
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	#define CWeaponModBaseClass CWeaponDODBase
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#elif 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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