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add source-sdk-2013
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@@ -1,49 +0,0 @@
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//=============================================================================//
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#include "cbase.h"
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#include "weapon_dodbasegrenade.h"
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#ifdef CLIENT_DLL
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#define CWeaponHandGrenade C_WeaponHandGrenade
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#else
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#include "dod_handgrenade.h" //the thing that we throw
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#endif
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class CWeaponHandGrenade : public CWeaponDODBaseGrenade
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{
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public:
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DECLARE_CLASS( CWeaponHandGrenade, CWeaponDODBaseGrenade );
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DECLARE_NETWORKCLASS();
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DECLARE_PREDICTABLE();
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CWeaponHandGrenade() {}
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virtual DODWeaponID GetWeaponID( void ) const { return WEAPON_FRAG_US; }
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#ifndef CLIENT_DLL
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virtual void EmitGrenade( Vector vecSrc, QAngle vecAngles, Vector vecVel, AngularImpulse angImpulse, CBasePlayer *pPlayer, float flLifeTime = GRENADE_FUSE_LENGTH )
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{
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CDODHandGrenade::Create( vecSrc, vecAngles, vecVel, angImpulse, pPlayer, flLifeTime, GetWeaponID() );
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}
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#endif
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private:
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CWeaponHandGrenade( const CWeaponHandGrenade & );
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};
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IMPLEMENT_NETWORKCLASS_ALIASED( WeaponHandGrenade, DT_WeaponHandGrenade )
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BEGIN_NETWORK_TABLE(CWeaponHandGrenade, DT_WeaponHandGrenade)
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END_NETWORK_TABLE()
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BEGIN_PREDICTION_DATA( CWeaponHandGrenade )
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END_PREDICTION_DATA()
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LINK_ENTITY_TO_CLASS( weapon_frag_us, CWeaponHandGrenade );
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PRECACHE_WEAPON_REGISTER( weapon_frag_us );
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