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306 lines
8.1 KiB
306 lines
8.1 KiB
![]()
4 years ago
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose: TF Sniper Rifle
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//
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//=============================================================================//
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#ifndef TF_WEAPON_SNIPERRIFLE_H
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#define TF_WEAPON_SNIPERRIFLE_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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#include "Sprite.h"
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#if defined( CLIENT_DLL )
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#define CTFSniperRifle C_TFSniperRifle
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#define CTFSniperRifleDecap C_TFSniperRifleDecap
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#define CTFSniperRifleClassic C_TFSniperRifleClassic
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#define CTFSniperRifleRevolver C_TFSniperRifleRevolver
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#define CSniperDot C_SniperDot
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#endif
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enum RifleTypes_t
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{
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RIFLE_NORMAL = 0,
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RIFLE_JARATE,
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RIFLE_MACHINA,
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RIFLE_CLASSIC,
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};
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//=============================================================================
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//
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// Sniper Rifle Laser Dot class.
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//
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class CSniperDot : public CBaseEntity
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{
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public:
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DECLARE_CLASS( CSniperDot, CBaseEntity );
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DECLARE_NETWORKCLASS();
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DECLARE_DATADESC();
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// Creation/Destruction.
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CSniperDot( void );
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~CSniperDot( void );
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static CSniperDot *Create( const Vector &origin, CBaseEntity *pOwner = NULL, bool bVisibleDot = true );
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void ResetChargeTime( void ) { m_flChargeStartTime = gpGlobals->curtime; }
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// Attributes.
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int ObjectCaps() { return (BaseClass::ObjectCaps() & ~FCAP_ACROSS_TRANSITION) | FCAP_DONT_SAVE; }
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// Targeting.
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void Update( CBaseEntity *pTarget, const Vector &vecOrigin, const Vector &vecNormal );
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CBaseEntity *GetTargetEntity( void ) { return m_hTargetEnt; }
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Vector GetChasePosition();
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// Client specific.
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#ifdef CLIENT_DLL
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bool GetRenderingPositions( C_TFPlayer *pPlayer, Vector &vecAttachment, Vector &vecEndPos, float &flSize );
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// Rendering.
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virtual bool IsTransparent( void ) { return true; }
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virtual RenderGroup_t GetRenderGroup( void ) { return RENDER_GROUP_TRANSLUCENT_ENTITY; }
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virtual int DrawModel( int flags );
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virtual bool ShouldDraw( void );
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virtual void ClientThink( void );
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virtual void OnDataChanged( DataUpdateType_t updateType );
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CMaterialReference m_hSpriteMaterial;
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HPARTICLEFFECT m_laserBeamEffect;
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#endif
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protected:
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Vector m_vecSurfaceNormal;
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EHANDLE m_hTargetEnt;
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CNetworkVar( float, m_flChargeStartTime );
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};
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//=============================================================================
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//
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// Sniper Rifle class.
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//
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class CTFSniperRifle : public CTFWeaponBaseGun
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{
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public:
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DECLARE_CLASS( CTFSniperRifle, CTFWeaponBaseGun );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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DECLARE_DATADESC();
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CTFSniperRifle();
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virtual ~CTFSniperRifle();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SNIPERRIFLE; }
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virtual void Spawn();
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virtual void Precache() OVERRIDE;
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void ResetTimers( void );
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virtual bool Reload( void );
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virtual bool CanHolster( void ) const;
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo );
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virtual bool OwnerCanJump( void ) OVERRIDE;
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virtual void HandleZooms( void );
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virtual void ItemPostFrame( void );
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virtual bool Lower( void );
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virtual float GetProjectileDamage( void );
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virtual int GetDamageType() const;
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int GetRifleType( void ) const { int iMode = 0; CALL_ATTRIB_HOOK_INT( iMode, set_weapon_mode ); return iMode; };
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virtual void WeaponReset( void );
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virtual bool CanFireCriticalShot( bool bIsHeadshot = false );
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virtual void PlayWeaponShootSound( void );
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virtual bool MustBeZoomedToFire( void );
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virtual ETFDmgCustom GetPenetrateType() const;
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#ifdef CLIENT_DLL
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float GetHUDDamagePerc( void );
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virtual bool ShouldEjectBrass();
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#endif
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bool IsZoomed( void );
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bool IsFullyCharged( void ) const; // have we been zoomed in long enough for our shot to do max damage
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virtual void OnControlStunned( void );
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virtual int GetCustomDamageType() const;
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#ifdef GAME_DLL
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// Hit tracking for achievements
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virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info ) OVERRIDE;
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virtual void OnBulletFire( int iEnemyPlayersHit ) OVERRIDE;
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void ExplosiveHeadShot( CTFPlayer *pAttacker, CTFPlayer *pVictim );
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#endif
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void Detach( void ) OVERRIDE;
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virtual bool IsJarateRifle( void ) const;
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virtual float GetJarateTime( void ) const;
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virtual float SniperRifleChargeRateMod() { return 0.f; }
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virtual int GetBuffType() { int iBuffType = 0; CALL_ATTRIB_HOOK_INT( iBuffType, set_buff_type ); return iBuffType; }
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float GetProgress( void );
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bool IsRageFull( void ); // same as GetProgress() without the division by 100.0f
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const char* GetEffectLabelText( void ) { return "#TF_SNIPERRAGE"; }
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bool EffectMeterShouldFlash( void );
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#ifdef SIXENSE
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float GetRezoomTime() const;
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#endif
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virtual void ZoomIn( void );
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virtual void ZoomOut( void );
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void ApplyScopeSpeedModifications( float &flBaseRef );
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void ApplyChargeSpeedModifications( float &flBaseRef );
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protected:
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float GetJarateTimeInternal( void ) const;
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bool m_bCurrentShotIsHeadshot;
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void CreateSniperDot( void );
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void DestroySniperDot( void );
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void UpdateSniperDot( void );
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void Fire( CTFPlayer *pPlayer );
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// Auto-rezooming handling
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void SetRezoom( bool bRezoom, float flDelay );
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virtual void Zoom( void );
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void ZoomOutIn( void );
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void HandleNoScopeFireDeny( void );
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CNetworkVar( float, m_flChargedDamage );
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#ifdef GAME_DLL
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CHandle<CSniperDot> m_hSniperDot;
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#else
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bool m_bPlayedBell;
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#endif
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// Handles rezooming after the post-fire unzoom
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float m_flUnzoomTime;
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float m_flRezoomTime;
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bool m_bRezoomAfterShot;
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float m_flChargePerSec;
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bool m_bWasAimedAtEnemy;
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CTFSniperRifle( const CTFSniperRifle & );
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};
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class CTFSniperRifleDecap : public CTFSniperRifle
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{
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public:
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DECLARE_CLASS( CTFSniperRifleDecap, CTFSniperRifle );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SNIPERRIFLE_DECAP; }
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#ifdef GAME_DLL
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virtual void OnPlayerKill( CTFPlayer *pVictim, const CTakeDamageInfo &info );
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#endif // GAME_DLL
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virtual float SniperRifleChargeRateMod() OVERRIDE;
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const char* GetEffectLabelText( void ) { return "#TF_BERZERK"; }
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float GetProgress( void ) { return 0.f; }
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int GetCount( void );
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};
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//=============================================================================
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//
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// Classic Sniper Rifle class.
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//
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class CTFSniperRifleClassic : public CTFSniperRifle
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{
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public:
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DECLARE_CLASS( CTFSniperRifleClassic, CTFSniperRifle );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CTFSniperRifleClassic();
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~CTFSniperRifleClassic();
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virtual void Precache() OVERRIDE;
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SNIPERRIFLE_CLASSIC; }
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virtual void ZoomOut( void ) OVERRIDE;
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virtual void ZoomIn( void ) OVERRIDE;
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virtual void Zoom( void ) OVERRIDE;
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virtual void HandleZooms( void ) OVERRIDE;
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virtual void ItemPostFrame( void ) OVERRIDE;
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virtual bool Lower( void ) OVERRIDE;
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virtual bool Deploy( void ) OVERRIDE;
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virtual bool MustBeZoomedToFire( void ) OVERRIDE { return false; }
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virtual int GetDamageType() const OVERRIDE;
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virtual bool Holster( CBaseCombatWeapon *pSwitchingTo ) OVERRIDE;
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virtual void WeaponReset( void ) OVERRIDE;
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#ifdef CLIENT_DLL
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virtual void OnDataChanged( DataUpdateType_t updateType ) OVERRIDE;
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#endif
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void Detach( void ) OVERRIDE;
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private:
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CNetworkVar( bool, m_bCharging );
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#ifdef CLIENT_DLL
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void ManageChargeBeam( void );
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HPARTICLEFFECT m_pChargedEffect;
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#endif
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};
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#ifdef STAGING_ONLY
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//=============================================================================
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//
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// Projectile Based Sniper Rifle
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//
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class CTFSniperRifleRevolver : public CTFSniperRifleClassic
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{
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public:
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DECLARE_CLASS( CTFSniperRifleRevolver, CTFSniperRifleClassic );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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virtual int GetWeaponID( void ) const { return TF_WEAPON_SNIPERRIFLE_REVOLVER; }
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// Fire the sniper shot.
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virtual void PrimaryAttack() OVERRIDE;
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virtual float GetProjectileDamage() OVERRIDE;
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virtual void ZoomIn( void ) OVERRIDE;
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virtual void ZoomOut( void ) OVERRIDE;
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virtual bool Reload( void ) OVERRIDE;
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virtual void ItemPostFrame( void ) OVERRIDE;
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virtual bool CanFireCriticalShot( bool bIsHeadshot = false ) OVERRIDE;
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virtual float GetProjectileSpeed( void ) OVERRIDE;
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virtual float GetProjectileGravity( void ) OVERRIDE;
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};
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#endif // STAGING_ONLY
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#endif // TF_WEAPON_SNIPERRIFLE_H
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