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83 lines
2.1 KiB
83 lines
2.1 KiB
#ifndef _INCLUDED_ASW_WEAPON_NIGHT_VISION_H |
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#define _INCLUDED_ASW_WEAPON_NIGHT_VISION_H |
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#pragma once |
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#include "asw_shareddefs.h" |
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#ifdef CLIENT_DLL |
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#include "c_asw_weapon.h" |
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#define CASW_Weapon C_ASW_Weapon |
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#define CASW_Weapon_Night_Vision C_ASW_Weapon_Night_Vision |
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#define CASW_Marine C_ASW_Marine |
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#else |
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#include "asw_weapon.h" |
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#include "npc_combine.h" |
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#endif |
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#include "basegrenade_shared.h" |
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class CASW_Weapon_Night_Vision : public CASW_Weapon |
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{ |
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public: |
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DECLARE_CLASS( CASW_Weapon_Night_Vision, CASW_Weapon ); |
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DECLARE_NETWORKCLASS(); |
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#ifdef CLIENT_DLL |
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DECLARE_PREDICTABLE(); |
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#endif |
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CASW_Weapon_Night_Vision(); |
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virtual ~CASW_Weapon_Night_Vision(); |
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void Precache(); |
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float GetFireRate( void ) { return 1.4f; } |
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virtual void Spawn(); |
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bool Reload(); |
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void ItemPostFrame(); |
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virtual bool ShouldMarineMoveSlow() { return false; } // firing doesn't slow the marine down |
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Activity GetPrimaryAttackActivity( void ) { return ACT_VM_PRIMARYATTACK; } |
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virtual int ASW_SelectWeaponActivity(int idealActivity); |
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virtual int AmmoClickPoint() { return 0; } |
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virtual bool WantsOffhandPostFrame() { return true; } |
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virtual Class_T Classify( void ) { return (Class_T) CLASS_ASW_NIGHT_VISION; } |
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virtual int GetChargesForHUD() { return (int) GetPower(); } |
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virtual void UpdateVisionPower(); |
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virtual void HandleFireOnEmpty(); |
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void PrimaryAttack(); |
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virtual const Vector& GetBulletSpread( void ) |
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{ |
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static Vector cone; |
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cone = Vector(0,0,0); |
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return cone; |
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} |
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virtual bool OffhandActivate(); |
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#ifndef CLIENT_DLL |
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DECLARE_DATADESC(); |
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virtual const char* GetPickupClass() { return "asw_pickup_night_vision"; } |
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#else |
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float UpdateVisionAlpha(); |
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float UpdateFlashAlpha(); |
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float m_flVisionAlpha; |
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float m_flFlashAlpha; |
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bool m_bOldVisionActive; |
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#endif |
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virtual bool IsOffensiveWeapon() { return false; } |
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bool IsVisionActive() { return m_bVisionActive.Get(); } |
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float GetPower() { return m_flPower.Get(); } |
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virtual float GetBatteryCharge(); |
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float m_flSoonestPrimaryAttack; |
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CNetworkVar( float, m_flPower ); |
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CNetworkVar( bool, m_bVisionActive ); |
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}; |
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#endif /* _INCLUDED_ASW_WEAPON_NIGHT_VISION_H */
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