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266 lines
7.9 KiB
C
266 lines
7.9 KiB
C
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//======== (C) Copyright 2002 Charles G. Cleveland All rights reserved. =========
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//
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// The copyright to the contents herein is the property of Charles G. Cleveland.
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// The contents may be used and/or copied only with the written permission of
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// Charles G. Cleveland, or in accordance with the terms and conditions stipulated in
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// the agreement/contract under which the contents have been supplied.
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//
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// Purpose:
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//
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// $Workfile: AvHBasePlayerWeapon.h $
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// $Date: 2002/10/03 18:39:24 $
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//
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//-------------------------------------------------------------------------------
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// $Log: AvHBasePlayerWeapon.h,v $
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// Revision 1.24 2002/10/03 18:39:24 Flayra
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// - Added heavy view models
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//
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// Revision 1.23 2002/09/23 22:10:46 Flayra
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// - Weapons now stick around the way they should (forever when dropped by commander, weapon stay time when dropped by player)
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//
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// Revision 1.22 2002/08/16 02:33:12 Flayra
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// - Added damage types
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//
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// Revision 1.21 2002/07/26 01:52:03 Flayra
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// - Linux support for FindFirst/FindNext
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//
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// Revision 1.20 2002/07/08 16:47:31 Flayra
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// - Reworked bullet firing to add random spread (bug #236), temporarily hacked shotty player animation, removed old adrenaline, don't allow using weapons when invulnerable
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//
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// Revision 1.19 2002/07/01 21:17:13 Flayra
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// - Removed outdated adrenaline concept, made ROF generic for primal scream
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//
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// Revision 1.18 2002/06/25 17:41:13 Flayra
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// - Reworking for correct player animations and new enable/disable state
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//
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// Revision 1.17 2002/06/10 19:50:37 Flayra
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// - First-pass at level 1 animated view model (different anims when running and walking)
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//
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// Revision 1.16 2002/06/03 16:29:53 Flayra
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// - Added resupply (from arsenal), better animation support (for both view model and player model)
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//
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// Revision 1.15 2002/05/28 17:37:33 Flayra
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// - Max entities fix, added animation empty fire
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//
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// Revision 1.14 2002/05/23 02:34:00 Flayra
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// - Post-crash checkin. Restored @Backup from around 4/16. Contains changes for last four weeks of development.
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//
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//===============================================================================
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#ifndef AVHBASEPLAYERWEAPON_H
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#define AVHBASEPLAYERWEAPON_H
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#include "dlls/weapons.h"
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#include "dlls/extdll.h"
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#include "dlls/util.h"
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#include "dlls/cbase.h"
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#include "dlls/monsters.h"
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#include "dlls/weapons.h"
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#include "dlls/nodes.h"
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#include "dlls/player.h"
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#include "dlls/soundent.h"
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#include "dlls/gamerules.h"
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#include "util/CString.h"
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#include "mod/AvHBasePlayerWeaponConstants.h"
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#include "mod/AvHConstants.h"
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#include "mod/AvHSpecials.h"
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const int kIdleAnimationOne = 0;
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const int kIdleAnimationTwo = 1;
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const int kReloadAnimation = 2;
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const int kShootAnimation = 3;
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const int kShootEmptyAnimation = 4;
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const int kDeployAnimation = 5;
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Vector UTIL_GetRandomSpreadDir(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread);
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Vector UTIL_GetRandomSpreadDirFrom(unsigned int inSeed, int inShotNumber, const Vector& inBaseDirection, const Vector& inRight, const Vector& inUp, const Vector& inSpread, const Vector& inFromSpread);
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class AvHBasePlayerWeapon : public CBasePlayerWeapon
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{
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public:
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AvHBasePlayerWeapon();
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virtual void PrintWeaponToClient(CBaseEntity *theAvHPlayer);
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virtual int AddToPlayer( CBasePlayer *pPlayer );
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virtual float ComputeAttackInterval() const;
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virtual void DeductCostForShot(void);
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virtual BOOL DefaultDeploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, int skiplocal = 0, int body = 0);
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virtual int DefaultReload(int iClipSize, int iAnim, float fDelay, int body = 0);
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virtual BOOL Deploy();
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virtual char* GetActiveViewModel() const;
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virtual char* GetAnimationExtension() const;
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virtual int GetBarrelLength() const = 0;
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virtual bool GetCanBeResupplied() const;
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virtual int GetClipSize() const;
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virtual bool GetIsGunPositionValid() const;
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virtual int GetPrimaryAmmoAmount() const;
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virtual int GetDamageType() const;
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virtual int GetDeployAnimation() const;
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virtual int GetEmptyShootAnimation() const;
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virtual char* GetDeploySound() const;
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virtual float GetDeploySoundVolume() const;
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virtual bool GetEnabledState() const;
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virtual void GetEventOrigin(Vector& outOrigin) const;
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virtual void GetEventAngles(Vector& outAngles) const;
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virtual bool GetIsFiring() const;
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virtual bool GetMustPressTriggerForEachShot() const
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{ return false; }
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virtual bool GetHasMuzzleFlash() const;
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virtual bool GetIsCapableOfFiring() const;
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virtual bool GetIsPlayerMoving() const;
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virtual bool GetFiresUnderwater() const;
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virtual int GetIdleAnimation() const;
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virtual Vector GetProjectileSpread() const;
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virtual float GetRateOfFire() const;
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virtual char* GetPlayerModel() const;
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virtual char* GetPrimeSound() const;
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virtual float GetPrimeSoundVolume() const;
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virtual int GetShootAnimation() const;
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virtual char* GetViewModel() const;
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virtual char* GetWorldModel() const;
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virtual bool GetIsDroppable() const;
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virtual int GetMaxClipsCouldReceive();
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// Priming functions
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virtual float GetWeaponPrimeTime() const;
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virtual void PrimeWeapon();
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virtual BOOL GetIsWeaponPrimed() const;
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virtual BOOL GetIsWeaponPriming() const;
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virtual int GetPrimeAnimation() const;
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virtual float GetRange() const;
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virtual int GetReloadAnimation() const;
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virtual vec3_t GetWorldBarrelPoint() const;
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virtual void Holster( int skiplocal = 0 );
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virtual void ItemPostFrame( void ); // called each frame by the player PostThink
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virtual void Precache();
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virtual void PrimaryAttack();
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virtual void Reload();
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virtual bool Resupply();
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virtual void SendWeaponAnim(int inAnimation, int skiplocal = 1, int body = 0);
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// Only to be used on server
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#ifdef AVH_SERVER
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virtual int GetGroundLifetime() const;
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virtual void SetGroundLifetime(int inGroundLifetime);
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virtual int GetResourceCost() const;
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virtual void SetOverwatchState(bool inState);
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virtual void UpdateInventoryEnabledState(int inNumActiveHives);
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// Methods for placing in the map
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void EXPORT VirtualDestroyItem(void);
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virtual int GetLifetime() const;
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virtual bool GetIsPersistent() const;
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virtual void SetPersistent();
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virtual void KeyValue(KeyValueData* pkvd);
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virtual void ResetEntity();
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virtual void VirtualMaterialize(void);
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#endif
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virtual void SecondaryAttack();
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virtual void Spawn();
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virtual bool UsesAmmo(void) const;
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virtual BOOL UseDecrement(void);
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virtual void WeaponIdle();
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protected:
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//BOOL Deploy(char *szViewModel, char *szWeaponModel, int iAnim, char *szAnimExt, float inNextAttackTime, int skiplocal = 0);
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virtual bool GetAllowedForUser3(AvHUser3 inUser3) = 0;
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virtual int GetShotsInClip() const;
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virtual AvHWeaponID GetPreviousWeaponID() const;
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virtual bool ProcessValidAttack(void);
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virtual float GetReloadTime(void) const;
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virtual float GetTimePassedThisTick() const;
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virtual void PlaybackEvent(unsigned short inEvent, int inIparam2 = 0, int inFlags = FEV_NOTHOST) const;
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virtual void SetAnimationAndSound(void);
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virtual void FireProjectiles(void);
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virtual void SetNextAttack(void);
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virtual void SetNextIdle(void);
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unsigned short mEvent;
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unsigned short mWeaponAnimationEvent;
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unsigned short mStartEvent;
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unsigned short mEndEvent;
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float mRange;
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float mDamage;
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bool mAttackButtonDownLastFrame;
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float mTimeOfLastResupply;
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float mTimeOfLastPrime;
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bool mWeaponPrimeStarted;
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#ifdef AVH_SERVER
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bool mInOverwatch;
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bool mIsPersistent;
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int mLifetime;
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#endif
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// sounds
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CStringList mFireSounds;
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};
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#endif
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