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-rw-r--r--game/shared/cstrike/weapon_knife.h81
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diff --git a/game/shared/cstrike/weapon_knife.h b/game/shared/cstrike/weapon_knife.h
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+++ b/game/shared/cstrike/weapon_knife.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================//
+
+#ifndef WEAPON_KNIFE_H
+#define WEAPON_KNIFE_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+
+#include "weapon_csbase.h"
+
+
+#if defined( CLIENT_DLL )
+
+ #define CKnife C_Knife
+
+#endif
+
+
+// ----------------------------------------------------------------------------- //
+// CKnife class definition.
+// ----------------------------------------------------------------------------- //
+
+class CKnife : public CWeaponCSBase
+{
+public:
+ DECLARE_CLASS( CKnife, CWeaponCSBase );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ #ifndef CLIENT_DLL
+ DECLARE_DATADESC();
+ #endif
+
+
+ CKnife();
+
+ // We say yes to this so the weapon system lets us switch to it.
+ virtual bool HasPrimaryAmmo();
+ virtual bool CanBeSelected();
+
+ virtual void Precache();
+
+ void Spawn();
+ void Smack();
+ //void Smack( trace_t *pTr, float delay );
+ bool SwingOrStab( bool bStab );
+ void PrimaryAttack();
+ void SecondaryAttack();
+ void WeaponAnimation( int iAnimation );
+
+ virtual void ItemPostFrame( void );
+
+// virtual float GetSpread() const;
+
+ bool Deploy();
+ void Holster( int skiplocal = 0 );
+ bool CanDrop();
+
+ void WeaponIdle();
+
+ virtual CSWeaponID GetWeaponID( void ) const { return WEAPON_KNIFE; }
+
+public:
+
+ trace_t m_trHit;
+ EHANDLE m_pTraceHitEnt;
+
+ CNetworkVar( float, m_flSmackTime );
+ bool m_bStab;
+
+private:
+ CKnife( const CKnife & ) {}
+};
+
+
+#endif // WEAPON_KNIFE_H