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Initial Prey Game integration support.
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#ifndef __HH_WEAPON_HIDER_H
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#define __HH_WEAPON_HIDER_H
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//=============================================================================
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//
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// hhHiderWeaponAltFireController
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//
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//=============================================================================
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class hhHiderWeaponAltFireController : public hhWeaponFireController {
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CLASS_PROTOTYPE(hhHiderWeaponAltFireController);
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public:
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ID_INLINE int AmmoRequired() const;
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virtual const idDict* GetProjectileDict() const;
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};
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ID_INLINE int hhHiderWeaponAltFireController::AmmoRequired() const {
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return self->AmmoInClip();
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}
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class hhWeaponHider : public hhWeapon {
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CLASS_PROTOTYPE( hhWeaponHider );
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public:
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hhWeaponHider();
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float nextPredictionAttack; //rww - does not need to be saved/restored, used only in client code.
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float lastPredictionAttack; //rww - does not need to be saved/restored, used only in client code.
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int nextPredictionTimeSkip; //rww - does not need to be saved/restored, used only in client code.
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protected:
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ID_INLINE virtual hhWeaponFireController* CreateAltFireController();
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virtual void ClientPredictionThink( void ); //rww
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virtual void WriteToSnapshot( idBitMsgDelta &msg ) const; //rww
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virtual void ReadFromSnapshot( const idBitMsgDelta &msg ); //rww
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};
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ID_INLINE hhWeaponFireController* hhWeaponHider::CreateAltFireController() {
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return new hhHiderWeaponAltFireController;
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}
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#endif
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