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-rw-r--r--game/shared/tf/tf_weapon_mechanical_arm.h66
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diff --git a/game/shared/tf/tf_weapon_mechanical_arm.h b/game/shared/tf/tf_weapon_mechanical_arm.h
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+++ b/game/shared/tf/tf_weapon_mechanical_arm.h
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+//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose:
+//
+//=============================================================================
+
+#ifndef TF_WEAPON_MECHANICAL_ARM_H
+#define TF_WEAPON_MECHANICAL_ARM_H
+#ifdef _WIN32
+#pragma once
+#endif
+
+#include "tf_weaponbase_gun.h"
+#include "tf_shareddefs.h"
+#include "tf_viewmodel.h"
+
+#ifdef CLIENT_DLL
+#define CTFMechanicalArm C_TFMechanicalArm
+#endif
+
+
+//=============================================================================
+//
+// Mechanical Arm class.
+//
+class CTFMechanicalArm : public CTFWeaponBaseGun
+{
+public:
+ DECLARE_CLASS( CTFMechanicalArm, CTFWeaponBaseGun );
+ DECLARE_NETWORKCLASS();
+ DECLARE_PREDICTABLE();
+
+ CTFMechanicalArm();
+ ~CTFMechanicalArm();
+
+ virtual void Precache();
+
+ virtual void PrimaryAttack();
+ virtual void SecondaryAttack( void );
+ virtual int GetWeaponID( void ) const { return TF_WEAPON_MECHANICAL_ARM; }
+ virtual int GetCustomDamageType( ) const { return TF_DMG_CUSTOM_PLASMA; }
+
+ virtual int GetAmmoPerShot( void );
+
+ virtual bool UpdateBodygroups( CBaseCombatCharacter* pOwner, int iState );
+
+#ifdef CLIENT_DLL
+ virtual void OnDataChanged( DataUpdateType_t updateType );
+#endif // CLIENT_DLL
+
+private:
+
+ bool ShockAttack( void );
+#ifdef GAME_DLL
+ bool IsValidVictim( CTFPlayer *pOwner, CBaseEntity *pTarget );
+ void ShockVictim( CTFPlayer *pOwner, CBaseEntity *pTarget );
+#else
+ void StopParticleBeam( );
+ void UpdateParticleBeam();
+ HPARTICLEFFECT m_pParticleBeamEffect;
+ HPARTICLEFFECT m_pParticleBeamSpark;
+ C_BaseEntity *m_pEffectOwner;
+#endif // CLIENT_DLL
+};
+
+#endif // TF_WEAPON_MECHANICAL_ARM_H