//========= Copyright Valve Corporation, All rights reserved. ============// // // Purpose: // //=============================================================================// #include "basehlcombatweapon_shared.h" #ifndef BASEHLCOMBATWEAPON_H #define BASEHLCOMBATWEAPON_H #ifdef _WIN32 #pragma once #endif //========================================================= // Machine gun base class //========================================================= abstract_class CHLMachineGun : public CBaseHLCombatWeapon { public: DECLARE_CLASS( CHLMachineGun, CBaseHLCombatWeapon ); DECLARE_DATADESC(); CHLMachineGun(); DECLARE_SERVERCLASS(); void PrimaryAttack( void ); // Default calls through to m_hOwner, but plasma weapons can override and shoot projectiles here. virtual void ItemPostFrame( void ); virtual void FireBullets( const FireBulletsInfo_t &info ); virtual float GetFireRate( void ) = 0; virtual int WeaponRangeAttack1Condition( float flDot, float flDist ); virtual bool Deploy( void ); virtual const Vector &GetBulletSpread( void ); int WeaponSoundRealtime( WeaponSound_t shoot_type ); // utility function static void DoMachineGunKick( CBasePlayer *pPlayer, float dampEasy, float maxVerticleKickAngle, float fireDurationTime, float slideLimitTime ); protected: int m_nShotsFired; // Number of consecutive shots fired float m_flNextSoundTime; // real-time clock of when to make next sound }; //========================================================= // Machine guns capable of switching between full auto and // burst fire modes. //========================================================= // Mode settings for select fire weapons enum { FIREMODE_FULLAUTO = 1, FIREMODE_SEMI, FIREMODE_3RNDBURST, }; //========================================================= // >> CHLSelectFireMachineGun //========================================================= class CHLSelectFireMachineGun : public CHLMachineGun { DECLARE_CLASS( CHLSelectFireMachineGun, CHLMachineGun ); public: CHLSelectFireMachineGun( void ); DECLARE_SERVERCLASS(); virtual float GetBurstCycleRate( void ); virtual float GetFireRate( void ); virtual bool Deploy( void ); virtual void WeaponSound( WeaponSound_t shoot_type, float soundtime = 0.0f ); DECLARE_DATADESC(); virtual int GetBurstSize( void ) { return 3; }; void BurstThink( void ); virtual void PrimaryAttack( void ); virtual void SecondaryAttack( void ); virtual int WeaponRangeAttack1Condition( float flDot, float flDist ); virtual int WeaponRangeAttack2Condition( float flDot, float flDist ); protected: int m_iBurstSize; int m_iFireMode; }; #endif // BASEHLCOMBATWEAPON_H