// ------------------------------------------------------------------------------------------------ //
// CTFFlameThrower implementation.
// ------------------------------------------------------------------------------------------------ //
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CTFFlameThrower::CTFFlameThrower()
{
	WeaponReset();

#if defined( CLIENT_DLL )
	m_pFlameEffect = NULL;
	m_pFiringStartSound = NULL;
	m_pFiringLoop = NULL;
	m_bFiringLoopCritical = false;
	m_pPilotLightSound = NULL;
	m_pHitTargetSound = NULL;
#endif
}
//-----------------------------------------------------------------------------
// Purpose: Constructor.
//-----------------------------------------------------------------------------
CTFMinigun::CTFMinigun()
{

#ifdef CLIENT_DLL
	m_pSoundCur = NULL;
#endif

#ifdef CLIENT_DLL
	m_pEjectBrassEffect = NULL;
	m_iEjectBrassAttachment = -1;

	m_pMuzzleEffect = NULL;
	m_iMuzzleAttachment = -1;
#endif

	WeaponReset();
}
// -----------------------------------------------------------------------------
// Purpose: Constructor.
// -----------------------------------------------------------------------------
CTFWeaponBaseMelee::CTFWeaponBaseMelee()
{
	WeaponReset();
}
//-----------------------------------------------------------------------------
// Purpose: Destructor.
//-----------------------------------------------------------------------------
CTFMinigun::~CTFMinigun()
{
	WeaponReset();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponMedigun::CWeaponMedigun( void )
{
	WeaponReset();

	SetPredictionEligible( true );
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
CWeaponKritzkrieg::CWeaponKritzkrieg( void )
{
	WeaponReset();

	SetPredictionEligible( true );
}