//========= Copyright Valve Corporation, All rights reserved. ============// #include "hl1_basecombatweapon_shared.h" #ifndef BASEHL1MPCOMBATWEAPON_SHARED_H #define BASEHL1MPCOMBATWEAPON_SHARED_H #ifdef _WIN32 #pragma once #endif #if defined( CLIENT_DLL ) #define CBaseHL1MPCombatWeapon C_BaseHL1MPCombatWeapon #endif class CBaseHL1MPCombatWeapon : public CBaseHL1CombatWeapon { DECLARE_CLASS( CBaseHL1MPCombatWeapon, CBaseHL1CombatWeapon ); public : CBaseHL1MPCombatWeapon(); DECLARE_NETWORKCLASS(); DECLARE_PREDICTABLE(); public : void EjectShell( CBaseEntity *pPlayer, int iType ); CBasePlayer* GetPlayerOwner() const; virtual void WeaponSound( WeaponSound_t sound_type, float soundtime = 0.0f ); #ifdef CLIENT_DLL void OnDataChanged( DataUpdateType_t type ); bool ShouldPredict(); void ApplyBoneMatrixTransform( matrix3x4_t& transform ); #endif bool IsPredicted() const; }; #endif // #ifndef BASEHL1MPCOMBATWEAPON_SHARED_H